LordGood Posted March 1, 2014 Share Posted March 1, 2014 these helmets are looking gorgeous Link to comment Share on other sites More sharing options...
RoekeloosNL Posted March 2, 2014 Share Posted March 2, 2014 Sweet guys looks awesome cant wait fo Alpha 16, can play with SVN but i wait and want to explore all the new stuff in Alpha 16. but wants with the slow update,s those weekends if it goes like this alpha 16 is ready in 3 months Link to comment Share on other sites More sharing options...
Enrique Posted June 14, 2014 Share Posted June 14, 2014 Here is the work done so far by Sighvatr on the helmets for contributors to finish them and create the textures. You can follow the tutorials in this page for one approach on how to finish them (not need to follow them if you know other methods of texturing)ptol_helm_props.zip Link to comment Share on other sites More sharing options...
Stan` Posted June 21, 2014 Share Posted June 21, 2014 Just had a look at the helmets they look nice, but like mine they have no symmetry modifier, should I change their topology to split them in half ? Moreover they look a bit highpoly can you confirm that ? I will then try to use the method you showed in your videos, to save up some time to the team Link to comment Share on other sites More sharing options...
Enrique Posted June 21, 2014 Share Posted June 21, 2014 I'll take a look and update here Link to comment Share on other sites More sharing options...
Enrique Posted June 21, 2014 Share Posted June 21, 2014 Here you are, they're all in the same blend file. The last of them is a cool high poly helmet (from Sighvatr I guess, I didn't noticed it the first time I checked ). You could make a low-poly and add it too, just for the sake of it .ptol_helmets rework.zipI just removed some quick faces and made them all symmetric, but the polycount wasn't so high, I haven't saved much triangles, you can compare with the old ones if you are curious Link to comment Share on other sites More sharing options...
Stan` Posted June 21, 2014 Share Posted June 21, 2014 Stan opens the blendfile and look around for other helmets.... Takes him a while to see they are on different layers X)I'll try when I start working on them. There are some extra parts on the first one is that intended ? That little bar going down that is hidden by default.Great news. Once I figure out that AO and bump thing I'll start. 1 Link to comment Share on other sites More sharing options...
Enrique Posted June 21, 2014 Share Posted June 21, 2014 I just forgot to delete that part, is from the old mesh, I just remade that part and made it separated, so its easier to handle and has less tris.You can rename the helmets and append them from a new blend file if you prefer having them in separate files:Just create new file and go to the menu => File -> Append -> navigate to the blendfile where the helmets are -> select the object directory and there you can see all the objects in that blend file, you can append the ones you want.I just like to work several things on the same file that have some relation using layers (a file for helmets, a file for shields, etc) Link to comment Share on other sites More sharing options...
Stan` Posted June 22, 2014 Share Posted June 22, 2014 I can understand i have the same thing in max and it is really useful moreover on low end machines that save performance Link to comment Share on other sites More sharing options...
Stan` Posted June 22, 2014 Share Posted June 22, 2014 Started texturing the Agema helmet. Here is Step 1 What do you think ? Link to comment Share on other sites More sharing options...
Enrique Posted June 22, 2014 Share Posted June 22, 2014 Needs the exterior borders to be a little more even, other than that is a nice start, keep going. Link to comment Share on other sites More sharing options...
Enrique Posted June 22, 2014 Share Posted June 22, 2014 Thracian cap references: http://badaew.narod.ru/trakian/Helmets_files/Karagach.jpgCataphract helmet:http://www.wildfiregames.com/~art/history/macedonians/antiochus-the-great.jpg Link to comment Share on other sites More sharing options...
Stan` Posted June 22, 2014 Share Posted June 22, 2014 (edited) Here is the helmet. Since you don't show how you finish with the texture on the videos, I assumed you just have to tweak the textures on gimp, that's why I gave you all my textures.Agema.7zAgema Blend.7z Edited June 22, 2014 by stanislas69 Link to comment Share on other sites More sharing options...
Radagast. Posted June 23, 2014 Share Posted June 23, 2014 Awesome.Btw. I must dream .. or are you really using blender now? Link to comment Share on other sites More sharing options...
Enrique Posted June 23, 2014 Share Posted June 23, 2014 Here is the helmet. Since you don't show how you finish with the texture on the videos, I assumed you just have to tweak the textures on gimp, that's why I gave you all my textures.Why don't you try at least?I mean, it's the easiest part, you use the color base texture, and apply the AO map and dirty vertex color map with multiply blend mode. You can also do it without leaving blender, just adding all the textures in the helmet, create a new texture, and bake all the textures applied into the new one created.I didn't upload the last video because it gave me an error twice and it's 6gb, and since the procedure is pretty basic GIMP usage, I didn't try again to upload.I'm uploading it again now if you need it to finish the texture....EDIT:Here's the base texture I used for the helmets:http://www.wildfiregames.com/forum/index.php?showtopic=18347&p=286268 Link to comment Share on other sites More sharing options...
Stan` Posted June 23, 2014 Share Posted June 23, 2014 Hmm... That's a reakky stupid reason... I just thought my helmet sucked... So you would as always pick up you magic wand and fix it... Anyway, I'll finish it.About the video haven't you heard of avidemux ? It's pretty easy to use and transforms a 10GB video into something like 200Mo Link to comment Share on other sites More sharing options...
Stan` Posted June 23, 2014 Share Posted June 23, 2014 Okay I admit it wasn't that hard when you know how to it... Link to comment Share on other sites More sharing options...
Enrique Posted June 23, 2014 Share Posted June 23, 2014 That's looking better. it needs to be brighter, I remember I had to brighten up the baked maps and tweak the contrast/levels to get something decent, but that's the way to go. Nice job Link to comment Share on other sites More sharing options...
Stan` Posted June 23, 2014 Share Posted June 23, 2014 Here Link to comment Share on other sites More sharing options...
Enrique Posted June 23, 2014 Share Posted June 23, 2014 normal map and spec map? Link to comment Share on other sites More sharing options...
Stan` Posted June 23, 2014 Share Posted June 23, 2014 The blender generated are in the zip. But they look weird Link to comment Share on other sites More sharing options...
Enrique Posted June 23, 2014 Share Posted June 23, 2014 Just a tip, to avoid the faceting seen in the normal map, you just triangulate the mesh before baking it. Good practice is to save the blend file then triangulate the mesh, the bake image and reload the blend file to keep only quads.Generally, triangulating before any kind of baking from highpoly to lowpoly gets better results in the image baked. Link to comment Share on other sites More sharing options...
Stan` Posted June 23, 2014 Share Posted June 23, 2014 It's the triangulated bump... That didn't change anything. Link to comment Share on other sites More sharing options...
Enrique Posted June 23, 2014 Share Posted June 23, 2014 It's the triangulated bump... That didn't change anything. I don't understand what you mean.To clarify, the mesh that is recommended to triangulate before baking is the lowpoly one. Link to comment Share on other sites More sharing options...
Stan` Posted June 23, 2014 Share Posted June 23, 2014 Well I did the baking with and without triangulating the mesh, to test my tutorial. That made a slight difference on the Texture, but none on the bump. These textures are the one made from triangulation. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now