Alexandermb Posted October 6, 2019 Author Report Share Posted October 6, 2019 2 hours ago, Stan` said: Can you try to add dirt to the creases ? I think the ridge does not help That would be great to have, but remember everyting will be replaced with player color, so the dirt on creases won't be seen at all. This is a plain red whitout player color for testing and still need to bake the new normal map for the 2nd variant with rim and add specularity. Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 6, 2019 Report Share Posted October 6, 2019 30 minutes ago, Alexandermb said: That would be great to have, but remember everyting will be replaced with player color, so the dirt on creases won't be seen at all. They will be darker no ? Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 6, 2019 Author Report Share Posted October 6, 2019 17 minutes ago, Stan` said: They will be darker no ? Probably, but in a such small view wich gonna be unnoticeable from the distance probably even getting closer. What we could use is another layer Above the player color after the whole baking is done. Having this only the dirt and the rest as alpha channel but for this for properly be seen after a re-scale i guess would be needed at least 2048x1024 texture resolution. Right now is 512x256 for testing but after the whole material is done i will have to bake a 1024x512 diffuse and normal map. And see how its going so far in 512x256 normal map: Spoiler 1k could take 40 minutes, 2k around 2 hours. is a little tricky to get what you mention but i belive theres one way in the nodes to get that, thought its hard to control or at least for me when the preview is slow. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 7, 2019 Author Report Share Posted October 7, 2019 i had no electric power for 7 hours today and using laptop battery for around 30 mins let me clean a bit the material node tree: this is how it looks now: Spoiler Before; Spoiler Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 7, 2019 Report Share Posted October 7, 2019 @Alexandermb https://www.blendernation.com/2015/11/03/development-cleaning-up-node-trees/ Might help you clean up nodes position Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 7, 2019 Author Report Share Posted October 7, 2019 34 minutes ago, Stan` said: @Alexandermb https://www.blendernation.com/2015/11/03/development-cleaning-up-node-trees/ Might help you clean up nodes position Trust me is cleaned, you havent seen the interior of the base color i use and the wood Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 7, 2019 Report Share Posted October 7, 2019 Just realised I made a hellishly complex thing just to get player color to show properly, now need to script that in python Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 7, 2019 Author Report Share Posted October 7, 2019 still testing with dirt on creases: Spoiler Havent applied PC yet. 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 7, 2019 Author Report Share Posted October 7, 2019 Im really close to get it, i just now need to reduce the dirt amount thought its getting hard. But at least finally got the proper player color in alpha channel direct bake. Spoiler Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 7, 2019 Report Share Posted October 7, 2019 Noice Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 7, 2019 Author Report Share Posted October 7, 2019 Almost there: Spoiler Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 7, 2019 Author Report Share Posted October 7, 2019 @Stan` well, the sliders or shader mixing dont go further than this whitout breaking something like having overbrightened pixels. Spoiler Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 7, 2019 Report Share Posted October 7, 2019 Do you have a ref for this shield btw Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 7, 2019 Author Report Share Posted October 7, 2019 3 minutes ago, Stan` said: Do you have a ref for this shield btw one from Total War Rome 2 Modder, but also trying to re-do the ones already in game. And some youtube videos i've looking from "kings and generals" channel where it explains the scutum is some wood planks overlapped with a front leather cape all together joined by a metal rim. References: Spoiler Applying what i have learned so far with wood shader random mapping: Spoiler with 4 or 6 variants for the base texture is okay i think. Later comes the design's and final touchs. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 8, 2019 Author Report Share Posted October 8, 2019 Variant A, B, C Done. Missing D diffuse: Spoiler 2 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted October 8, 2019 Report Share Posted October 8, 2019 Quite frankly, soldiers do not go into a pitched battle with all of their armor tarnished and shield facings peeling off. A few dents and cuts here and there make sense of course, but soldiers would take great care of their panoply leading up to a battle. 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 8, 2019 Author Report Share Posted October 8, 2019 ingame the soldiers promote getting experience, the experience is acquired by combat, in combat your shield got damaged. Advancing through rank should show damaged gear and let polished and relic equipment for champions probably. Wich is also ingame for basic version wich is mainly the objective of the damaged variant: Spoiler Not all of them gonna have damaged zones showing the wood neither. Im not sure about others opinion but damage, dust, rust, blood, scars, scratches, blunts would show the hard life and all the soldier had to go through in battle to get his rank. OR also the damaged would work using "health" variant in the actor, Since this has less designs and probably gonna have less textures than the celtic shields. Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 8, 2019 Report Share Posted October 8, 2019 @Alexandermb Maybe you could try to use the same technique than for buildings by damaging the shield depending on health ? Wouldn't that make more sense ? 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 8, 2019 Report Share Posted October 8, 2019 Found the following tuts this morning might be interesting https://mobile.twitter.com/JanvandenHemel https://mobile.twitter.com/janvandenhemel/status/1082610435071700992 https://gumroad.com/mandalamotion Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted October 8, 2019 Report Share Posted October 8, 2019 5 hours ago, Alexandermb said: Advancing through rank should show damaged gear and let polished and relic equipment for champions probably. Advancing in rank needs to show fancier gear, ie gear the soldier will take great pains in order to keep in fighting order and prestige. But okay dude. You're the artist and you'll do it whatever way you want to anyway. Quote Link to comment Share on other sites More sharing options...
Sundiata Posted October 8, 2019 Report Share Posted October 8, 2019 46 minutes ago, wowgetoffyourcellphone said: Advancing in rank needs to show fancier gear, ie gear the soldier will take great pains in order to keep in fighting order and prestige. 2 hours ago, Stan` said: @Alexandermb Maybe you could try to use the same technique than for buildings by damaging the shield depending on health ? Wouldn't that make more sense ? Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 8, 2019 Author Report Share Posted October 8, 2019 8 hours ago, Stan` said: @Alexandermb Maybe you could try to use the same technique than for buildings by damaging the shield depending on health ? Wouldn't that make more sense ? Yep, thats what i meant in the last line, this will have less variants compared to celt shields so it won't hurt having it for the romans. Also last night i left baking this one, with smaller scratches version. Spoiler @Stan` wouldn't this work for making destroyed buildings? Spoiler Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 8, 2019 Report Share Posted October 8, 2019 I'm not sure one would have to try But it sounds promissing. We need matching rubble though. Maybe a destroyed building with the standard rubble would work though. I guess the issue is that unlike his building ours don't have inner geometry... Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 8, 2019 Author Report Share Posted October 8, 2019 2 minutes ago, Stan` said: I'm not sure one would have to try But it sounds promissing. We need matching rubble though. Maybe a destroyed building with the standard rubble would work though. I guess the issue is that unlike his building ours don't have inner geometry... inner geometry would be solidify, and that would be the rubble like CC rubble destructed but instead of going sink we leave the walls damaged. Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 8, 2019 Report Share Posted October 8, 2019 1 minute ago, Alexandermb said: inner geometry would be solidify, and that would be the rubble like CC rubble destructed but instead of going sink we leave the walls damaged. Worth a try Quote Link to comment Share on other sites More sharing options...
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