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Everything posted by nifa
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haha, I should be aware of this Sure, I will do that as soon as possible. This week I'm quite busy though, maybe towards the weekend.
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I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unported license.
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wow nice, makes a huge difference, good catch @Stan` ! thanks a lot the idea was that I needed to add details that distinguish it from a small statue that was just scaled up. It would look out of place then. That's also why I added the door and the stairs (and wanted to add the fence at first), so that the viewer can get an impression of the scale in comparison, and how huge that thing was. I let the banding fade out to the top so it doesn't disturb the face. For the pedestal you can go for whatever you think fits. Just shouldn't get too busy though, so that it drags attention from the statue itself. I read something about Rhodes blue marble somewhere, not sure though (edit: somewhere in here: https://www.athensjournals.gr/humanities/2019-6-4-1-Kebric.pdf) Somewhere in the thread there was also the idea of having it collapse, like it did during an earthquake Would be fun as an easter egg. I could try to make a "death" animation, don't know if it's easy to implement though. Capture the wonder would be cool, maybe not so different from capture the relics, hopefully easy to implement? I might finish the pantheon later when I find the time
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thanks sure, that's what the cloth prop is there for
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statue was the hardest part, so I'm glad you like it. Feel free to remap, you can also use another texture if you find one that fits nicely
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I found my motivation to pick it up again and now I think it's ready for commit. I made two versions, one naked and one covered. The pedestal uses a karthago texture. Could someone experienced commit it if you think it's good enough? @wowgetoffyourcellphone @Stan` I added a mod for everyone to test. colossus.zip
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Great work! That's exactly how I imagined it, thanks for your effort:) It looks really nice. cherry on top would be the possibility to use the keyboard for navigation:D
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I would prefer to open the next page alphabetically, like they are shown when going one step up to the category. So e.g. if you'd like to find a specific animal out of the 50 animals in the game, you could just pick the first one (African Elephant starting with "A") and then just turn page by page through all of the fifty animals until you finish at Zebu (Z). Makes it easier than going back and forth fifty times. Icon could be something like these, in ancient style of course: turn page backwards: turn page forward: the same but mirrored. If the design is made to resemble a papyrus roll I know turning pages is kind of strange though
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great work! Not necessary but a another nice feature would be buttons to "turn pages", so you can read it like a book. E.g. after reading about the first Athenian hero I would like to go straight to the second one on the next page instead of going one level up to the category above and down again.
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Thanks! yes I will definately add some green for grass or moss, maybe small stones etc. Just want to make sure the UV layout is final before I do the colours. Btw., would it be useful to have summer/winter/autumn/spring textures? Is the game using it appropiatly? Having a green mound in winter might seem odd.
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What do you guys think about this setup? Seems to me round is better than square. Also not sure where to place the steles. Could put one or more on top as well. Since most of these is organic stuff I don't see much possibilities for repetitive texture usage in the uv (despite reusing the stones), or am I missing something?
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@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
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Shader effects 0 vs shader effects 10. It's not really a beauty. 842 model tris in atlas, 421 in blender, hope that is not too many @Genava55 @Ultimate Aurelian Should I make a stone baba and steles from the deer stones culture or would that be ahistorical?
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Art needed: remaining nomadic structures
nifa replied to real_tabasco_sauce's topic in Art Development
https://en.wikipedia.org/wiki/Salbyk_kurgan reference for a square kurgan, the biggest one in the valley of kings. The megaliths are still there today, that makes it easier to get an impression -
The torso will look much more detailed with the normal map, no need to add geometry Don't really want to castrate him. I could add a leave or some cover, as a prop for vanilla? I can do that:) On the cost of adding a prop and one more texture and I'd keep the posts 3D 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 I don't really understand what you mean?
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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. Feel free to give me some feedback. UV map layout:
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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.
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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
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probably just hidden for easier work on the head 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
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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. 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 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. 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:
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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?
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like this? 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