Alexandermb Posted Sunday at 16:09 Share Posted Sunday at 16:09 Spoiler Continuing with the civ decal's next one is hellenic civilizations. Spoiler Spoiler Spoiler Spoiler Spoiler Spoiler Spoiler Spoiler 2 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted Monday at 00:23 Share Posted Monday at 00:23 I think around houses/storehouses, etc. could be more dirt-like. Otherwise, nice direction established here. 3 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted Monday at 02:16 Author Share Posted Monday at 02:16 1 hour ago, wowgetoffyourcellphone said: I think around houses/storehouses, etc. could be more dirt-like. Otherwise, nice direction established here. Like this? Spoiler 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted Monday at 20:25 Author Share Posted Monday at 20:25 Update: Added dirtier version of houses, storehouse, sentry, defense and forge: Spoiler House: Spoiler Storehouse: Spoiler Forge: Spoiler Sentry and Defense: Spoiler 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted Monday at 20:42 Author Share Posted Monday at 20:42 New variant: Spoiler 1 Quote Link to comment Share on other sites More sharing options...
Thalatta Posted Monday at 21:29 Share Posted Monday at 21:29 49 minutes ago, Alexandermb said: Sentry and Defense: Reveal hidden contents Hey, I don't know how realistic would you like Ancient Greek towers to be, or how many variants could be done, but here I described how they were according to their function: And here a couple of images from the book I mentioned: Basically, if the upper chamber had catapults, the roof was gabled, and the slits wider, with double-leafed outward-opening side-swinging shutters attached to the outside. Otherwise, if it also had archers, then it had an open fighting platform protected by a parapet at roof level, similar to the right tower of the lower picture. Cilindrical versions were harder to build but more resistant. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted Monday at 21:34 Author Share Posted Monday at 21:34 4 minutes ago, Thalatta said: Hey, I don't know how realistic would you like Ancient Greek towers to be, or how many variants could be done, but here I described how they were according to their function: Hello! thanks for your reference, i belive you are talking about Wall's tower's this one is the defense or the scout tower wich is more gameplay-wise oriented. Theather: Spoiler 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted Monday at 21:42 Author Share Posted Monday at 21:42 With the alpha shader at the end of the decal texture we can adjust them seamless with other buildings: Spoiler 1 Quote Link to comment Share on other sites More sharing options...
Thalatta Posted Monday at 22:12 Share Posted Monday at 22:12 24 minutes ago, Alexandermb said: Hello! thanks for your reference, i belive you are talking about Wall's tower's this one is the defense or the scout tower wich is more gameplay-wise oriented. Towers in general I mean (on the images they appear as part of the wall since that's the most common way to use them), there are reasons for everything mentioned: first they started with the parapet on the roof (you want to put people there also), and when catapults were used, the slits were wider, thus the shutters needed for protection, and the gabled roof to protect the machines from water. Meaning, you used the roof of a tower with catapults on the upper chamber, but the slits there are for archers. Quote Link to comment Share on other sites More sharing options...
Stan` Posted 14 hours ago Share Posted 14 hours ago Nice work @Alexandermb I believe that the earth is a bit too bright/saturated. 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted 7 hours ago Author Share Posted 7 hours ago 6 hours ago, Stan` said: Nice work @Alexandermb I believe that the earth is a bit too bright/saturated. I'll Bake them desaturated and darker versions soon, i was taking My monitor to warranty, gladly i had two. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted 7 hours ago Author Share Posted 7 hours ago @Stan` i can't see properly the colours with this monitor, is this ok? Spoiler 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted 6 hours ago Author Share Posted 6 hours ago Changed storehouse, since now i can add the dirt above the tiles: Spoiler Color is just a matter of bake again so as long as the design is okay, i won't mind baking it again with another tone. 2 Quote Link to comment Share on other sites More sharing options...
Stan` Posted 6 hours ago Share Posted 6 hours ago do you generate a normal for it ? Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted 6 hours ago Author Share Posted 6 hours ago 18 minutes ago, Stan` said: do you generate a normal for it ? Yep: Spoiler Edit: i see now second normal didn't baked properly. i have to wait till i get my monitor back. Quote Link to comment Share on other sites More sharing options...
Stan` Posted 6 hours ago Share Posted 6 hours ago It's pretty cool. I think maybe that the transition between stone and dirt could be improved with a better edge mask dunno. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted 5 hours ago Author Share Posted 5 hours ago 57 minutes ago, Stan` said: It's pretty cool. I think maybe that the transition between stone and dirt could be improved with a better edge mask dunno. Norm layer wasn't being baked properly due to the mix node. now it is. Added some others buildings: Spoiler Quote Link to comment Share on other sites More sharing options...
nifa Posted 4 hours ago Share Posted 4 hours ago 2 hours ago, Alexandermb said: Changed storehouse, since now i can add the dirt above the tiles: Are you sure that it's just the order of the props in the actor file which defines which is above? I had the same problem with my olive mill and changing the actor file didn't solve the issue, it just appeared different each time. I think instead of or additionally to blending out at the edges, you should cut along the gaps between stones. You could avoid the triangle stones at the edge of round decals for example. Also I think you should scale the tiles down, they are too dominant imo. To easily edit it I strongly recommend using masks in the material node shader if you're not doing so already. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted 3 hours ago Author Share Posted 3 hours ago 30 minutes ago, nifa said: Are you sure that it's just the order of the props in the actor file which defines which is above? I had the same problem with my olive mill and changing the actor file didn't solve the issue, it just appeared different each time. I think instead of or additionally to blending out at the edges, you should cut along the gaps between stones. You could avoid the triangle stones at the edge of round decals for example. Also I think you should scale the tiles down, they are too dominant imo. To easily edit it I strongly recommend using masks in the material node shader if you're not doing so already. I've made a vertex paint to be able to decide were it would be dirt (shader b) or cobblestone (shader a) then connected the fac output to the fac input of mix shader. Also a gradient at the corners so the dirt would fade out to blend with the enviroment but keeping the last cobblestone so it wound cut at the end. But for round ones is a bit more tricky to do, need to experiment with spherical gradient. Quote Link to comment Share on other sites More sharing options...
nifa Posted 3 hours ago Share Posted 3 hours ago 46 minutes ago, Alexandermb said: But for round ones is a bit more tricky to do, need to experiment with spherical gradient. Why not just create a black/white texture with texture paint and use it as a mask? Seems way easier to me. If you want to combine more than two textures, use an RGB image as a texture mask. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted 1 hour ago Author Share Posted 1 hour ago 44 minutes ago, nifa said: Why not just create a black/white texture with texture paint and use it as a mask? Seems way easier to me. If you want to combine more than two textures, use an RGB image as a texture mask. thats what i did, but the shaders are mixed continously, texture is to decide wether is dirt or cobblestone, another to make the dust above the edges to blend seamsly with the cobblestone and the gradient is to give the fade out effect in the dust at the end so it blend with the enviroment. More complex but allows the render to capture the image whitout baking but just a single 15 secs rendering. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted 1 hour ago Author Share Posted 1 hour ago Gradient to keep the last cobblestone and fade out: Spoiler Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted 1 hour ago Share Posted 1 hour ago 7 minutes ago, Alexandermb said: Gradient to keep the last cobblestone and fade out: Hide contents Maybe make it a bit more granular (some stones are fully opaque on the radius and some fully transparent) to mask the pure circular alpha mask? 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted 1 hour ago Author Share Posted 1 hour ago 3 minutes ago, vladislavbelov said: Maybe make it a bit more granular (some stones are fully opaque on the radius and some fully transparent) to mask the pure circular alpha mask? Yes, need to make a spherical+noise gradient to make the same fade out on the radius. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted 44 minutes ago Author Share Posted 44 minutes ago Done!: Spoiler Quote Link to comment Share on other sites More sharing options...
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