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nifa

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Everything posted by nifa

  1. 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.
  2. 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?
  3. painted Apollo of Belvedere: https://antiquipop.hypotheses.org/eng/12501eng
  4. 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 good call, I didn't even see that there is an apollo as well
  5. 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
  6. I finished the mesh, added a bow and managed to bake a good normal from highpoly from lowpoly. I created this procedural bronze material, that adds green and different shades of bronze colours: https://www.youtube.com/watch?v=89d4jXYTvN0 Diffuse baking also worked more or less. I'm unsure about the spec map though, how do I bake that?
  7. original high-poly: low-poly with baked normal: 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
  8. haha thanks. That was just to demonstrate the possibilities. The thumb was a part that my computer could handle
  9. high-poly thumb (508 tris) low-poly thumb using remesh modifier (192 tris) If someone with a high end machine would use these modifiers on the whole body and provide the blend data would be nice
  10. 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 that's a relief, I was a bit worried by the 2k tris in the original post 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. It's only 5 quads = 10 tris right now, luckily it's so small. I could spare some geometry at the balls though
  11. 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
  12. 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
  13. sorry for the stupid question, but how do I install a Diff in my SVN that has not been committed yet?
  14. I've been dreaming of that for a long time, would be so nice to have that. Maybe also an option for one-sided, unfair border, which is nice against AI. Could include a random map script for a castrum as well. So far I don't have experience with random maps though Would be nice. Maybe I could create a new tower in the future. I've visited some limes tower reconstructions and collected references. I'd like to have white plaster included. Ground level entrance bothers me too, should be second floor with a ladder.
  15. no, players can't interact with actors, they have no impact on gameplay. The files in simulation/templates/... (entities) take an actor file and add information needed for how something is handled in gameplay https://sketchfab.com/3d-models/castellum-de-horbourg-wihr-alsace-france-7d888d51e229455c917e71122268319b nice 3D work of a castrum in France
  16. that's props/flora/reeds_giant.xml if you open the map in Atlas you can click an actor while holding ALT, this will show you the name of it
  17. not sure what you mean, maybe in atlas choose "actors" in the dropdown instead of "entities" and type in flora/grass
  18. nice, I did something similar some time ago:
  19. Main reference was Kastell Saalburg (especially for the principia): https://en.wikipedia.org/wiki/Saalburg More references: https://www.roemermuseum-osterburken.de/index.php?id=1161 https://www.wien.gv.at/video/119313/Vindobona-Horreum https://www.modellboard.net/index.php?topic=51995.0 and much more..
  20. It's time to present a blender project I've been working on lately, which is a set of buildings that make up a roman castrum. Contubernium (Barracks) The contubernium consisted of 10 units of 8 soldiers and one centurio, I had to cut it down to 6 stalls, so that it wouldn't be way too long. Horreum (warehouse/storehouse) Horrea were special warehouse to hold mostly grain. The floor was elevated to keep it dry. The walls needed to be strong to withstand the pressure from the filling. Principia (Main Building) The Principia was the main building, were the administration was situated and the standards (Aedes) and valuables (Aerarium) were kept. The big basilica was used for gatherings of the troops. Gate (Porta) Walls (short with stairs, medium, long, curved) It's a work in progress, so still some things are missing, especially (normal, spec) texture improvements and more props. Climbing plants like ivy would look good on it. Some parts still look a bit empty, especially the roof parts. The Gate animation is still missing. Possible buildings to add could be: Praetorium Porta praetoria (Bigger and fancier gate) Wall towers Calvary barracks I'm gonna add references later. I know that for now there might not be much use for it, maybe for some mod or scenario. To make it constructable ingame a js wallplacer helper would be helpful. Anyway, it was fun and I learned some more blender and gimp stuff I guess. Let me know what you think:) castrum-0.27.0.zip
  21. I see an effect of the normal map in Atlas only when there is direct light on the texture, not in the shadows. Why is that?
  22. sorry, false alert, I get an error message now for missing specTex in the actor file. Seems like shader effect 5.03 was not enough, but with maximum 10 it works. thanks, I will keep it both in mind
  23. Thanks, I think it was the shader effects. I didn't know about what that option does. Does the normal map with this material only work if there is a spec texture as well? When I add just a normal texture but no spec texture I don't get any error message, but I don't see any effects. Sure, I'm thankful for any tips. This was just a first try, using desaturation and filter-> general -> normal map on the diffuse texture in Gimp. I will try to dive deeper into it. This tutorial https://i.imgur.com/lpC4V6B.jpg tells me I should edit the grey picture accordingly. Let me know if you have any further guidance
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