nifa Posted November 9 Report Share Posted November 9 (edited) Erechtheion and carytids from the acropolis in athens https://en.wikipedia.org/wiki/Erechtheion https://en.wikipedia.org/wiki/Caryatid https://www.artstation.com/artwork/lxY91a 1228892164_erechtheion0_28.1.zip licence Spoiler https://open.smk.dk/en/artwork/image/KAS838?q=Stående kvinde%2C kopi efter karyatide C%2C Erechtheion på Athens Akropolis&page=0&filters=has_3d_file%3Atrue Edited November 10 by nifa added licence 7 4 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 10 Report Share Posted November 10 I really love this. Can you give it the white tile roof like the Athenian Wonder? 1 Quote Link to comment Share on other sites More sharing options...
nifa Posted November 10 Author Report Share Posted November 10 3 hours ago, wowgetoffyourcellphone said: I really love this. Can you give it the white tile roof like the Athenian Wonder? Sure, here you go 942182649_erechtheion0_28.2.zip 5 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 10 Report Share Posted November 10 Looks really cool! Maybe the stone wall could use a few more details to look less blocky but otherwise good job. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 11 Report Share Posted November 11 22 hours ago, nifa said: Sure, here you go 942182649_erechtheion0_28.2.zip 12.38 MB · 1 download Absolutely awesome. Okay to add to main game? I'll probably turn the bush into a small tree. I'm thinking of shrinking one of the Aleppo pines for a custom tree prop there to represent the sacred olive tree. Quote Link to comment Share on other sites More sharing options...
nifa Posted November 11 Author Report Share Posted November 11 (edited) 1 hour ago, wowgetoffyourcellphone said: Absolutely awesome. Okay to add to main game? I'll probably turn the bush into a small tree. I'm thinking of shrinking one of the Aleppo pines for a custom tree prop there to represent the sacred olive tree. Thanks, yes I'd love that. The olive tree actor was too large and not the most beautiful and I didn't find a fitting one. Shrinking an aleppo pine is a nice idea, they look "gnarled" to represent an old tree. Also I'd prefer the smaller cypresses of the randomly chosen ones, but that's not too important. For future purposes, what are the best settings for ambient occlusion baking? I baked on a 2048x2048 image with an island margin of 0.004. I excluded the nature props. It gave me some artifacts on the smallest faces of the statues, propably because resolution is so low that a single pixel is bigger than a face on the ao uv map. What would you think could be a purpose of the building? Another wonder or special building for athenians? Edited November 11 by nifa Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 11 Report Share Posted November 11 2 minutes ago, nifa said: For future purposes, what are the best settings for ambient occlusion baking? I baked on a 2048x2048 image with an island margin of 0.004. I excluded the nature props. It gave me some artifacts on the smallest faces of the statues, propably because resolution is so low that a single pixel is bigger than a face on the ao uv map. You can bake at any resolution to get more crisp details. In the game though currently most textures are 1024*1024 and ideally we shouldn't go above this unless you have a 20k tris model. Small items should either have smaller textures, or to reduce fragmentation be baked in the same texture as the main mesh they are used on. 1 Quote Link to comment Share on other sites More sharing options...
nifa Posted November 11 Author Report Share Posted November 11 3 minutes ago, Stan` said: You can bake at any resolution to get more crisp details. In the game though currently most textures are 1024*1024 and ideally we shouldn't go above this unless you have a 20k tris model. Small items should either have smaller textures, or to reduce fragmentation be baked in the same texture as the main mesh they are used on. Right now everything is baked on the same ao map. So it needs to be scaled down, which might increase the artifacts? So it's better to split it into two seperate ao maps, maybe one for the statue set and one for the rest? Nature props don't need ao or do they? Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 11 Report Share Posted November 11 11 hours ago, nifa said: Right now everything is baked on the same ao map. So it needs to be scaled down, which might increase the artifacts? So it's better to split it into two seperate ao maps, maybe one for the statue set and one for the rest? Well it needs to be checked. Usually the least textures the better. 11 hours ago, nifa said: Nature props don't need ao or do they? They don't need it but it doesn't hurt to try. Also you might get away by tweaking the UV2 to give more space to some stuff. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 11 Report Share Posted November 11 For AO, reducing from 2048 to 1024 doesn't introduce too many artifacts. Imagine how big the structure is on screen for 99% of a match. It'll probably take up not much more than 256^2 on a typical 1080p monitor at any given time, so a 1024 AO map is most likely adequate. For the trees, it might be cool to put a dummy object there when baking to simulate the presence of the average sized or smallest size cypress that goes there, but that step is up to you. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 12 Report Share Posted November 12 Mmm, getting there! Acropolis taking shape! 6 Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 12 Report Share Posted November 12 11 hours ago, wowgetoffyourcellphone said: For the trees, it might be cool to put a dummy object there when baking to simulate the presence of the average sized or smallest size cypress that goes there, but that step is up to you. Usually when baking you should import the actual model. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 13 Report Share Posted November 13 19 hours ago, Stan` said: Usually when baking you should import the actual model. Sure, but the trees are transparencies and have random heights. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 13 Report Share Posted November 13 The 'olive tree' 2 Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 13 Report Share Posted November 13 4 hours ago, wowgetoffyourcellphone said: Sure, but the trees are transparencies and have random heights. Transparency should work in baking. You're right about variation, though 1 Quote Link to comment Share on other sites More sharing options...
nifa Posted November 13 Author Report Share Posted November 13 Alright thanks, I will make a new UV2 and bake asap. Is there a deadline for the release already? Quote Link to comment Share on other sites More sharing options...
nifa Posted November 13 Author Report Share Posted November 13 (edited) 17 hours ago, wowgetoffyourcellphone said: The 'olive tree' Looks nice. Maybe turn it a little so it grows away from the building, towards the sun? Edited November 13 by nifa Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 14 Report Share Posted November 14 6 hours ago, nifa said: Alright thanks, I will make a new UV2 and bake asap. Is there a deadline for the release already? R28 is too late. But that gives us a lot of time to make a lot of cool stuff for R29. Quote Link to comment Share on other sites More sharing options...
Classic-Burger Posted November 14 Report Share Posted November 14 They are now in release mode. They don't accept things until after the release, especially if they correct the candidate for release. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 14 Report Share Posted November 14 My official and only suggestion for R29's title is "Caryatid." 5 Quote Link to comment Share on other sites More sharing options...
nifa Posted November 15 Author Report Share Posted November 15 These are the artefacts that I wanted to get rid of. The face at the nose was too small so it didn't bake there and just appeared black. In the first version I just moved it in the uv layout, but it still wasn't clean. Spoiler So now I used an island margin of 0.001 instead of 0.004, then scaled up the uv islands of the caryatids, and packed again. This time nature is included. I also imported the cypress. The bake worked in blender but somehow it doesn't show in atlas: Spoiler Also the bake of the climbing plants highlights the edges a little too much: Spoiler underneath the plants on the wall: So these are the old and the new ao now: Spoiler old: new: I've attached the new version with the updated meshes, ao map and the nature actor file. I don't think it's much of a difference, only the caryatids faces are a little cleaner. I don't really see an impact from the inclusion of the cypresses, maybe it's got to do something with the materials? I'm not sure if I'm using the right ones. About the island margin, as long as I don't want to scale further down, I don't need a higher margin, or do I? 2117024587_erechtheion0_28.3.zip 1 Quote Link to comment Share on other sites More sharing options...
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