Tobi95 Posted October 4, 2014 Author Report Share Posted October 4, 2014 You're right, it was quite dark. I lightened it up 2 Quote Link to comment Share on other sites More sharing options...
Radagast. Posted October 5, 2014 Report Share Posted October 5, 2014 Eagle's eye, despite bronze statues having been quite dark, you have a valid point.This temple is another masterpiece. Lord, Stan and you keep growing. The commander will be happy. Thanks for posting the render! Quote Link to comment Share on other sites More sharing options...
Tobi95 Posted October 8, 2014 Author Report Share Posted October 8, 2014 Is it ok to use a 512x256, or better 512x128 texture for the pediment? Because there will be a lot of wasted texture space or texture stretching, if I use a square texture. Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 8, 2014 Report Share Posted October 8, 2014 you can use any as long it´s power of two Quote Link to comment Share on other sites More sharing options...
Enrique Posted October 8, 2014 Report Share Posted October 8, 2014 You're right, it was quite dark. I lightened it up untitled.jpgLooking better! Did you use "dirty vertex colors"? I think you could try to color it and multiply the dirty vertex colors or a displace bake in order to have detail on a basic colored statue so you don't have to waste much time painting it. Quote Link to comment Share on other sites More sharing options...
auron2401 Posted October 8, 2014 Report Share Posted October 8, 2014 Is the red bit on the pillars player colour?!should be, if it's not. Quote Link to comment Share on other sites More sharing options...
Enrique Posted October 8, 2014 Report Share Posted October 8, 2014 Is the red bit on the pillars player colour?!should be, if it's not.No, it's not. It's red because of historical reasons.Regarding the columns... I think some gold touches like the Mars temple already in-game could help to make it look more epic: 2 Quote Link to comment Share on other sites More sharing options...
Tobi95 Posted October 8, 2014 Author Report Share Posted October 8, 2014 Yes I used dirty vertex colors and some other bakes for texture painting.And it should use the gold, because the columns are copied from the Mars temple, but my Blender shader isn't able to show it. Quote Link to comment Share on other sites More sharing options...
niektb Posted October 8, 2014 Report Share Posted October 8, 2014 [...] but my Blender shader isn't able to show it.How is that? I reckon the gold is in the diffuse texture? Quote Link to comment Share on other sites More sharing options...
Enrique Posted October 8, 2014 Report Share Posted October 8, 2014 If my eyes don't fail me, he's rendering with cycles, and using a glossy shader for the metallic parts like the base of the columns. However, using only a glossy shader makes the object to only reflect the surroundings without any diffused color. Using a mix node to mix glossy and diffuse shader would let the diffuse color to show while keeping the glossiness. However, none of these shader setups would be of any use in the engine, it's just for showcasing purposes. Quote Link to comment Share on other sites More sharing options...
Micket Posted October 11, 2014 Report Share Posted October 11, 2014 Quite similar to the etruscan temple i had a go at some time ago:http://www.wildfiregames.com/forum/index.php?showtopic=17756&page=2Tobi95, you should fix up and texture that one as well now that you've done a good job on this one! Quote Link to comment Share on other sites More sharing options...
Tobi95 Posted October 11, 2014 Author Report Share Posted October 11, 2014 How is that? I reckon the gold is in the diffuse texture?Yes, it is, but I used the spec map as specular color and mixed it via fresnel/ior. The gold is in the diffuse color, but there is also a white in the spec map. The effect is, that mostly the glossines is chosen, which appears to be gray because of the environment. I fixed it, by multiplying the spec map with the diffuse map and using the result as input for the Glossy shader. This results in colored reflections, which is correct for the metals but incorrect for the non-metals. I'd need a metalness or specular color map to be physically correct, but I don't have one It's just a fast done shader for showcase, so there is no need to create extra textures just for this purpose.And I'm currently working on the pediment texture 1 Quote Link to comment Share on other sites More sharing options...
Tobi95 Posted October 15, 2014 Author Report Share Posted October 15, 2014 My current progress on painting the pediment. The texture will of course be downscaled later 3 Quote Link to comment Share on other sites More sharing options...
Enrique Posted October 15, 2014 Report Share Posted October 15, 2014 Wow! That's looking epic! Keep it up! Quote Link to comment Share on other sites More sharing options...
Tobi95 Posted September 24, 2015 Author Report Share Posted September 24, 2015 I know it's almost ages ago, but I found some time and motivation to continue working on this. I just don't like unfinished projects 5 Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 24, 2015 Report Share Posted September 24, 2015 GJ mate If you feel like it you could edit the blue and black line so it looks good Apart from that, when you feel like it you can submit the blendfile and the files here, so it can get commited eventually Quote Link to comment Share on other sites More sharing options...
Tobi95 Posted September 26, 2015 Author Report Share Posted September 26, 2015 Ok, so here is the blend file and the textures. Should I export it to the engine, or do you wan't to look over it? If I can improve something, tell me romeWonder.zip Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 26, 2015 Report Share Posted September 26, 2015 Ok, so here is the blend file and the textures. Should I export it to the engine, or do you wan't to look over it? If I can improve something, tell me You can export it It seems great, however, you'd need Enrique's consent in the end Quote Link to comment Share on other sites More sharing options...
Tobi95 Posted September 27, 2015 Author Report Share Posted September 27, 2015 (edited) Ok, I exported it into the engine. Here are the files, I added and the blendfile I used for exporting.And a screenshot. It would look better with ambient occlussion, but I didn't get it running. We need it as option in the graphics settings wonderUpload.zip Edited September 27, 2015 by Tobi95 3 Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 27, 2015 Report Share Posted September 27, 2015 (edited) Just replace your user.cfg by mineUsually in C:\Users\{USER}\AppData\Roaming\0ad\configAnyway great job user.7z Edited September 27, 2015 by stanislas69 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 27, 2015 Report Share Posted September 27, 2015 (edited) I think the whole front part of roof should have statues.Also, rooftiles should be bronze or gold. I suggest reuse rooftiles texture (diffuse and parallax) from Parthenon, but make them bronze color and highly specular. The practice of coating ceilings with gold first began in Rome with the Capitolium, after the overthrow of Carthage [in 146 BC].… The contemporaries of Catulus held differing opinions about him, as the one responsible for gilding the bronze tiles of the Capitolium's roof [76 BC].- Pliny the ElderI really like the dimensions of this temple. You capture them really well my friend. And I can't wait to see the AO map.EDIT: I take a look at it in Atlas. The shapes and proportions are pretty accurate. I think there is a lot of texture stretching in the UV mapping that need taken care of though. Also, you are missing this line in a lot of your actors: <material>player_trans_ao_parallax_spec.xml</material>I'd brighten up the quadriga texture (and yellow slightly hue- I did that myself and it brings out a lot of detail, also 1024^2 is way too big, I resized it to 256^2 and it still look fine), fix stretching on textures UV Mapping, add more statues along front of roof, and add the bronze roof tiles. This will look awesome. (also, maybe scale it down a little -15%, it looks a little big compare to Hanging Gardens and will looks large next to Colosseum). What say you? Also, whole structure need recentered pushed back a little so that footprint lines look right and not clipped by stairs.Here you see I brighten quadriga texture and brighten the spec map considrbly. Edited September 28, 2015 by wowgetoffyourcellphone 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 16, 2016 Report Share Posted April 16, 2016 @wowgetoffyourcellphone Could you add this building to your mod? I want to see it if is enough good as I saw in the image. 2 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted April 16, 2016 Report Share Posted April 16, 2016 6 hours ago, Lion.Kanzen said: @wowgetoffyourcellphone Could you add this building to your mod? I want to see it if is enough good as I saw in the image. This building already in my mod as Republican Roman wonder. 2 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 16, 2016 Report Share Posted April 16, 2016 Perfect, I will take screenshots , now @Enrique have some time may be can get a look for this. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted April 16, 2016 Report Share Posted April 16, 2016 It's a little big, compared to something like the Great Pyramid and Hanging Gardens in the game. I think could have these change: - Maybe reduce size slightly, by 10% and reposition model to be centered correct. - Bronze roof tiles. Probably use the Parthenon rooftile texture for base and make bronze variation of this texture. - Some of the UV mapping texture stretch, can be fix. - Weld some of the model's seems for less aliasing when rendered. - More bronze statues along front of roof. This already look great so far, but can be improved to be perfect. 1 Quote Link to comment Share on other sites More sharing options...
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