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nifa

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Posts posted by nifa

  1. @Genava55 Great, thanks! My plan is to create 5 or 6 steles (2 potato heads, 2 deer stones, 1-2 babas).

    @wowgetoffyourcellphone When all meshes are ready and I have a final UV layout I'm gonna bake it again. I need to tweak the normal strength again. On the first one the stone texture normals are too strong and the highpoly normal is too weak. I added ambient occlusion to my material setup, no idea why it didn't bake that, but I'll find a way to add shadow.

    When everything is baked I could add some moss/ weathering effects/ bird @#$% with texturepaint.

    When all is done I plan to use them for the kurgan wonder that I'm already working on.

    @real_tabasco_sauce Are there models that would only need existing textures? I could try to make a mesh then

    • Like 1
  2. On 01/03/2024 at 12:05 AM, Gurken Khan said:

    Do we need the fence? I mean it looks good, but if we need to manage the tris, maybe put some more into the torso?

    The torso will look much more detailed with the normal map, no need to add geometry

    On 01/03/2024 at 1:15 AM, Stan` said:

    Well there shouldn't be a dong in vanilla (ideally it should be part of the texture instead of geometry so it's easy to switch for DE)

    Don't really want to castrate him. I could add a leave or some cover, as a prop for vanilla?

    On 01/03/2024 at 1:15 AM, Stan` said:

    Regarding the fence it could be 14 (7x2 for backface) planes (28 tris) with a texture with alpha. This should be added as a separate mesh so only that uses transparency. (The rest could use alpha for player color)

    I can do that:) On the cost of adding a prop and one more texture and I'd keep the posts 3D

    On 01/03/2024 at 1:15 AM, Stan` said:

    Ideally yes it should be one texture for both statue and pedestal. You can texture it in multiple uvmaps and materials and then bake it all at once on a final uv and texture.

    Okay, that was my plan too. I'm still figuring things out about procedural materials, so it might take some time. I will reuse texture space by stacking similar uv islands of the pedestal on top of each other

    On 01/03/2024 at 1:15 AM, Stan` said:

    You could leave some space to add the fence details as a rectangle to reuse as much space as possible.

    I don't really understand what you mean?

  3. Low-poly mesh is complete. I'm at 11.9 k tris in blender, the fence obviously takes a lot. Now I'm messing around with the materials. Should I use one texture for both pedestal and statue? That makes it kinda tricky.

    395071205_Screenshot2024-02-29222235.png.5671b42b349bdd069c47832de6761c36.png

    Feel free to give me some feedback.

    UV map layout:

    994167846_ColossusLPExport.thumb.png.768fbc632a02db70ebbf3fc70edf4892.png

  4. On 04/02/2024 at 5:41 PM, Construktor1 said:

    Hallo, ich habe dieses Spiel gefunden und finde es echt gut. Leider gibt es in der Beschreibung keinen Hinweis wie man sein Territorium erweitert, Türme erweitern es leider nicht oder nur sehr wenig. Irgendwie komme ich da nicht weiter. Kann mir jemand einen Tipp geben, wie das hier funktioniert?

    Die größte Auswirkung auf das Territorium hat das Civil Center, also das Gebäude mit dem du startest. Auch zu finden ist es im Baumenü an erster Stelle. Es kann überall auf der Karte plaziert werden und schafft dort ein Territorium, sobald es fertig gebaut ist.

  5. Anyway, I started making my own HP model, a combination of the following models (all no licence problem I hope)

    https://sketchfab.com/3d-models/zeus-or-poseidon-from-the-artemision-d4876aa609304682945145debedfc77e

    https://open.smk.dk/en/artwork/image/KAS644?q=*&page=9&filters=has_3d_file%3Atrue

    https://open.smk.dk/en/artwork/image/KAS283?q=helio&page=0&filters=has_3d_file%3Atrue

    Changing the pose is quite difficult. Still need to add the crown, that should be easy. Should I add a plate for a fire to the left hand too?

    Let me know what you think

    244109566_Screenshot2024-02-02222908.thumb.png.68355f78472a1dc5bee1f1e36207f62d.png

    • Like 1
  6. 4 hours ago, Lion.Kanzen said:

    The solar corona (crown) is missing.

    probably just hidden for easier work on the head

    On 16/05/2020 at 10:39 PM, marius4 said:

     

    Good afternoon, the license would be mine. I believe it. I will now say how I did it: the first step was to choose an avatar in makehuman that is free code, this program was chosen because it allows you to export a skeleton that allows you to mold the postures for blender.

     

    later to make the cape I did it with a program called Marvelous designer the head if it is from a statue of Alexander the Great because the other programs give a more human faction.

     

    I can make more models to choose from according to the images above. I would like to do the lowpoly and adapt it for the game but I do not know how to do it, what I can do is make the models and upload them and ask them for the favor that someone can adapt them for the game thank you for any concern please write me here or personally

    So are we fine with the licence? @Stan` If that's all good I will take a look on it :)

    Are you still around? @marius4 @MrLux

  7. So I was some time afk, but I'm back on it now. It seems the visible edges that were bugging me are seams that were baked into the normal map. I tried around a lot and read all I could find about it but the way to go is to reduce the seams. So now I have a new UV layout and unwrapped the body with almost no seams. The negative side is that I have some stretching now. Also I added some geometry in the belly area, it's smoother in an area which is seen a lot by the player.

    796229567_Screenshot2024-02-01182119.png.0a7172debce615a326cd643ef1b9a887.png

     

    On 12/01/2024 at 7:06 PM, wowgetoffyourcellphone said:

    For the gold hair, I think the diffuse needs to be darker, similar to this (without the highlights):

    like this? If the colours are good I will continue with texture painting some details, eyes, mouth, sandals etc. Don't mind the offset of the quivers, it was made just for clean baking

    1144998241_Screenshot2024-02-01174937.thumb.png.5e9766b186afefadeffda31fd57a7f1b.png

     

    On 13/01/2024 at 4:04 PM, Stan` said:

    You need two UVs in order to be able to use AO. The fact it doesn't crash for you makes me think that either you got an error message, or that you might not have set the material quality to 10.

    The fact it doesn't crash is because I don't use the AO ingame. I just bake it together with the colours on the diffuse. So I feed the AO that I baked into the nodes of the materials in blender. That's how I understood the instructions. I could also add a AO map in the actor if that's better.

    sele_cult_statue_diffuse.thumb.png.6b3fd47d07692d4dcc07a33c20d06b79.png

    also let me know what you think of the uv layout now:) @Stan` @wowgetoffyourcellphone

    Normal map baking stays a problem though, even when baking with a cage. Only solution I see is editing by hand afterwards, similar how this dude did it:

     

    • Like 2
    • Thanks 1
  8. 7 hours ago, Stan` said:

    Can you show me the generated ao and the second uv map layout. Not sure i'll be able to access blender.

    I used the same UV map for both the diffuse and the AO. Should I not do that? Then put the AO as an image texture in node for the diffuse. Maybe I should use a larger margin when baking?

    80775693_BakeAO.thumb.png.96aa29edb5e2b031fe74399455f8e3d6.png

  9. like this?

    441644726_Screenshot2024-01-12153910.png.564631945892a4a0348a796a59cb9a0f.png

    I choose a different approach and used CC0 textures (from here: https://ambientcg.com/view?id=MetalSubstance008) instead of procedural materials.

    Same problem though, looks fine in blender but bad in atlas. I'll have to wait for Stan. Also I'm struggeling with bringing the metalness/roughness to atlas, I didn't really get how to bake the spec map. Just baking a roughness map doesn't seem to work.

    apollo-0_27.1.zip

    • Like 2
  10. Apart from that, I'm almost done. Just playing around with the colours and might do some texture paint after the final diffuse bake.

    I added a quiver with arrows, got rid of the tree stump and the platform, made a cage to bake the normal, did the baking of AO to use for the materials and baked the first diffuse.

    1269035972_Screenshot2024-01-11210013.png.8dd6ff406788c9ed935df0b78e3985d9.png

    • Like 1
  11. While the model looks perfectly smooth in blender, I keep having little dirt and visible edges in atlas. I wonder what could be the reason? My normal and diffuse seem to be clean. Might have something to do with the smooth shading. What is the right material to use?

    1071092011_Screenshot2024-01-11205426.png.e2174c98218393da82ce7de74080170e.png

    1167549594_Screenshot2024-01-11205446.png.17606fc15f1dd553b7c5add42fbe0b72.png

    • Like 1
  12. 17 hours ago, wowgetoffyourcellphone said:

    Nice. I'd say get rid of the round platform (save some tris) and I'll use the pedestal I linked earlier. 

    Using the Athena statue's diffuse map as an inspiration would be good. It looks pretty nice, so attempting to replicate that look would be very nice.

    Desired scale is the same as Athena, yeah.

    alright, will do. Athena looks nice, but I think I might go another way and give different parts of the body different shades of golden/brown/black. It seems that new researches are saying that even bronze statues were coloured by using different combinations of metals:

    https://en.wikipedia.org/wiki/Riace_bronzes#/media/File:Experimental_Reconstruction_of_Riace_Bronzes.jpg

    https://www.ronhenggeler.com/Newsletters/2017/11.6/Newsletter.html

    https://de.wikipedia.org/wiki/Bunte_Götter_–_Die_Farbigkeit_antiker_Skulptur#/media/Datei:Bronze_head_(Glyptothek_Munich_457)_with_and_without_patina_Bunte_Götter_exhibition_revised.jpg

    I'll try not to make it too colourful, just a few nuances. Let me know what you think :)

    17 hours ago, wowgetoffyourcellphone said:

    I can scale it however we need it myself, honestly. I'll probably use one scale for the DE cult statue and another to replace the statue in the Seleucid Wonder in the base game:

    good call, I didn't even see that there is an apollo as well

    • Thanks 1
  13. 1749470920_Screenshot2024-01-07205327.png.62fb387dcfb427a9d6445b98788796e9.png

    what is left to do, is getting rid of those leftovers from the treestump and bake again. Some sharps are too much and they left bad marks in the diffuse (via ao). Will do the spec map then too.

    I'm also not sure about the colours. Might be overall too dark, the green might be too strong in some parts. Athena in DE has some green shining which seems nice

    What should I do with the platform? Leave or get rid of?

    What's the desired scale? Same as Athena?

    You can find it in the added mod in atlas under actors, sele/cult_statue.xml

     

    apollo.zip

    • Thanks 1
  14. original high-poly:

    1841699077_Screenshot2024-01-01204934.thumb.png.1f5f02886189bc78d5fd25c7cbc0acd9.png

    low-poly with baked normal:

    1417776897_Screenshot2024-01-01205107.thumb.png.4765edd315b545d1b6d6a8ea8529ea9c.png

    current state of the art of normal map baking. Triangulate and shrinkwrap would make the waist fit better. I will see what to do about the errors

    • Like 1
  15. high-poly thumb (508 tris)

    397562711_Screenshot2024-01-01160330.png.2b053ea70183a6058c4a67224c3d049f.png

    low-poly thumb using remesh modifier (192 tris)

    784333658_Screenshot2024-01-01160350.png.7163adbbe04b7270dda7f4dda0088774.png

    If someone with a high end machine would use these modifiers on the whole body and provide the blend data would be nice

  16. On 31/12/2023 at 3:08 PM, Stan` said:

    Remesh will give you millions of polygons :)

    I'm pretty sure the remesh modifier could also be used for retopology. Using low numbers in the settings will give you a mesh with less geometry than the original

    On 31/12/2023 at 3:08 PM, Stan` said:

    3000 tris isn't that bad considering it won't be displayed often, but given the above screenshots I'm feeling like there might be some places where you don't need the details.

     

    19 hours ago, wowgetoffyourcellphone said:

    @Stan` is correct here. Just 1 fully-propped animated cavalry unit can be 3000 tris. So, a stationary, non-boned mesh like this, which will take up the same screen space of 7 or 8 such cavalry units, doesn't need to be super low-poly. It's nice to reduce as many tris as possible, but it's a smaller concern than with an animated object such as a unit. 

    that's a relief, I was a bit worried by the 2k tris in the original post

    On 31/12/2023 at 3:08 PM, Stan` said:

    I suppose the clothing wrinkles could be part of the normal map, and using an aomap the details could be put in the diffuse (for the people playing with material quality 1.0)

     

    19 hours ago, wowgetoffyourcellphone said:

    I can see that the cloth hanging from his left arm can be reduced in complexity, much of the folding can be created with the normal map and subtle baked shadows in the diffuse map.

    Well, there are only a couple of wrinkles that I modelled, out of like a million other. The problem for me seems to be that a lot of them aren't just subtle elevated, but are really 3D, so over- and underlapping and forming holes etc and it's screwing up the normal map baking.

     

    19 hours ago, wowgetoffyourcellphone said:

    But also, the penis doesn't need to be super high poly either (lol)

    It's only 5 quads = 10 tris right now, luckily it's so small. I could spare some geometry at the balls though :D

    • Haha 1
  17. 4 hours ago, Stan` said:

    Why do you need to remesh it and not just decimate it ? Although Ideally it should be done by retopology.

    443408308_Screenshot2023-12-31141954.png.ea53b70b261eec1548b7eaaeb3263009.png

    I already have done a retopology, especially the curly hair and the garment are quite a mess though. I'll leave out the tree stump, as it was probably added for the marble copy, while the original was made of bronze. I'll add a bow in the left hand and finish some missing parts at the head. I'm already at 3.3 k tris in blender unfortunately.

    Anyway, it feels kinda messy and I wanted to compare it with how the modifiers are doing it. I tried it with decimate, but remesh modifier might give better results, but my blender crashes when I use it.

    So far my baked normal maps aren't perfect either, I might come back for that. What would be your suggestions in terms of smooth shading? Auto smooth or edge split modifier? I'd like to make edges sharp individually, but don't want to add more geometry

  18. On 11/12/2023 at 6:25 AM, wowgetoffyourcellphone said:

    A great basis for the Seleucid cult statue?

    https://sketchfab.com/3d-models/apollo-belvedere-fe5c0cffdc2a4f3985872212c692af0c

     

    CC0 model^. Would need an AO and Normal map baked from the high def model, and then the model streamlined to less than 2000 tris, if an artist wanted to tackle it.

    Could someone with a more powerful computer use the remesh modifier on this model? I added the blend file so that registration is not required.

     

    apollo_belvedere.blend

    • Thanks 1
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