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nifa

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Everything posted by nifa

  1. 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?
  2. 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
  3. haha thanks. That was just to demonstrate the possibilities. The thumb was a part that my computer could handle
  4. 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
  5. 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
  6. 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
  7. 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
  8. sorry for the stupid question, but how do I install a Diff in my SVN that has not been committed yet?
  9. 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.
  10. 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
  11. 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
  12. not sure what you mean, maybe in atlas choose "actors" in the dropdown instead of "entities" and type in flora/grass
  13. nice, I did something similar some time ago:
  14. 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..
  15. 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
  16. 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?
  17. 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
  18. 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
  19. When adding a normal map in the actor file and using the material <player_trans_norm_spec>, I still don't see any change in Atlas. What could be the reason? Is my normal map too weak? Does Atlas not include normal maps?
  20. I don't know if this has anything to do with what you are looking for but maybe it helps somehow: https://mod.io/g/0ad/m/xorberaxs-tonemap-shader
  21. you could open the developer overlay pressing ALT - D and turn off restricted camera
  22. To safe texture space there is a need to put similar islands on top of each other. Addon Textools does a good job. Press "Similar", "Align World" and "Centralize" to stack. But I'm sure there are better ways.
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