Stan` Posted September 17, 2020 Report Share Posted September 17, 2020 On 9/15/2020 at 3:38 AM, wowgetoffyourcellphone said: Look at it this way. 1 single unit has a texture of 256x256 plus multiple other textures: 256x256x3 for hoplite shields, plus a 128x128x3 for helmets etc. And this wonder will be something like 25 times the size of a unit, and will be un-animated and not rigged. Then I think 3 1024x1024 textures would be permitted. What say you @Stan`? Since there would be little of them why not, now we might not need that much pixels, we'll see Quote Link to comment Share on other sites More sharing options...
MrLux Posted September 17, 2020 Report Share Posted September 17, 2020 Wait I just saw on the document that it's 25.000 triangles, not 2.500... And there I was optimising like a mad man for a tenth of the budget Well, it will be the smoothness running wonder. 2 Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 18, 2020 Report Share Posted September 18, 2020 If possible cap at 5K -7k unless you really need more Quote Link to comment Share on other sites More sharing options...
marius4 Posted September 30, 2020 Report Share Posted September 30, 2020 guys, the colossus is going well, congratulations Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted February 2 Author Report Share Posted February 2 Maybe someone can pick this back up. Looked good so far. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted February 2 Report Share Posted February 2 On 17/09/2020 at 12:26 PM, MrLux said: Just to make a pause and share technical progress. I have 1480 triangles for now. We are good, still good. Edit: Abort mission, abort mission ! 3500 triangles and we are not finished. We need more dakka ! I'll get it, eventually The solar corona (crown) is missing. Quote Link to comment Share on other sites More sharing options...
nifa Posted February 2 Report Share Posted February 2 4 hours ago, Lion.Kanzen said: The solar corona (crown) is missing. probably just hidden for easier work on the head On 16/05/2020 at 10:39 PM, marius4 said: Good afternoon, the license would be mine. I believe it. I will now say how I did it: the first step was to choose an avatar in makehuman that is free code, this program was chosen because it allows you to export a skeleton that allows you to mold the postures for blender. later to make the cape I did it with a program called Marvelous designer the head if it is from a statue of Alexander the Great because the other programs give a more human faction. I can make more models to choose from according to the images above. I would like to do the lowpoly and adapt it for the game but I do not know how to do it, what I can do is make the models and upload them and ask them for the favor that someone can adapt them for the game thank you for any concern please write me here or personally So are we fine with the licence? @Stan` If that's all good I will take a look on it Are you still around? @marius4 @MrLux Quote Link to comment Share on other sites More sharing options...
nifa Posted February 2 Report Share Posted February 2 Anyway, I started making my own HP model, a combination of the following models (all no licence problem I hope) https://sketchfab.com/3d-models/zeus-or-poseidon-from-the-artemision-d4876aa609304682945145debedfc77e https://open.smk.dk/en/artwork/image/KAS644?q=*&page=9&filters=has_3d_file%3Atrue https://open.smk.dk/en/artwork/image/KAS283?q=helio&page=0&filters=has_3d_file%3Atrue Changing the pose is quite difficult. Still need to add the crown, that should be easy. Should I add a plate for a fire to the left hand too? Let me know what you think 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted February 3 Report Share Posted February 3 14 hours ago, nifa said: So are we fine with the licence? @Stan` If that's all good I will take a look on it The head of Alexander part is unclear but the rest should be okay 1 1 Quote Link to comment Share on other sites More sharing options...
nifa Posted February 29 Report Share Posted February 29 Low-poly mesh is complete. I'm at 11.9 k tris in blender, the fence obviously takes a lot. Now I'm messing around with the materials. Should I use one texture for both pedestal and statue? That makes it kinda tricky. Feel free to give me some feedback. UV map layout: Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted February 29 Report Share Posted February 29 1 hour ago, nifa said: the fence obviously takes a lot Do we need the fence? I mean it looks good, but if we need to manage the tris, maybe put some more into the torso? @Stan` Are you happy with the dong? Or maybe I should ask @wowgetoffyourcellphone, although this time I checked which sub-forum we're in, I read that he's now in charge of the art department. Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 1 Report Share Posted March 1 Well there shouldn't be a dong in vanilla (ideally it should be part of the texture instead of geometry so it's easy to switch for DE) Regarding the fence it could be 14 (7x2 for backface) planes (28 tris) with a texture with alpha. This should be added as a separate mesh so only that uses transparency. (The rest could use alpha for player color) Ideally yes it should be one texture for both statue and pedestal. You can texture it in multiple uvmaps and materials and then bake it all at once on a final uv and texture. You could leave some space to add the fence details as a rectangle to reuse as much space as possible. 1 Quote Link to comment Share on other sites More sharing options...
nifa Posted March 1 Report Share Posted March 1 (edited) On 01/03/2024 at 12:05 AM, Gurken Khan said: Do we need the fence? I mean it looks good, but if we need to manage the tris, maybe put some more into the torso? The torso will look much more detailed with the normal map, no need to add geometry On 01/03/2024 at 1:15 AM, Stan` said: Well there shouldn't be a dong in vanilla (ideally it should be part of the texture instead of geometry so it's easy to switch for DE) Don't really want to castrate him. I could add a leave or some cover, as a prop for vanilla? On 01/03/2024 at 1:15 AM, Stan` said: Regarding the fence it could be 14 (7x2 for backface) planes (28 tris) with a texture with alpha. This should be added as a separate mesh so only that uses transparency. (The rest could use alpha for player color) I can do that:) On the cost of adding a prop and one more texture and I'd keep the posts 3D On 01/03/2024 at 1:15 AM, Stan` said: Ideally yes it should be one texture for both statue and pedestal. You can texture it in multiple uvmaps and materials and then bake it all at once on a final uv and texture. Okay, that was my plan too. I'm still figuring things out about procedural materials, so it might take some time. I will reuse texture space by stacking similar uv islands of the pedestal on top of each other On 01/03/2024 at 1:15 AM, Stan` said: You could leave some space to add the fence details as a rectangle to reuse as much space as possible. I don't really understand what you mean? Edited March 2 by nifa Quote Link to comment Share on other sites More sharing options...
nifa Posted September 21 Report Share Posted September 21 I found my motivation to pick it up again and now I think it's ready for commit. I made two versions, one naked and one covered. The pedestal uses a karthago texture. Could someone experienced commit it if you think it's good enough? @wowgetoffyourcellphone @Stan` I added a mod for everyone to test. colossus.zip 2 2 Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 21 Report Share Posted September 21 The normal map looks inverted, is it intended ? Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 22 Author Report Share Posted September 22 4 hours ago, Stan` said: The normal map looks inverted, is it intended ? Hard to tell from the posted images, but I tested it in-game and it looks pretty good. I might re-Map the pedestal, but the statue is pretty awesome 1 Quote Link to comment Share on other sites More sharing options...
nifa Posted September 22 Report Share Posted September 22 5 hours ago, wowgetoffyourcellphone said: Hard to tell from the posted images, but I tested it in-game and it looks pretty good. I might re-Map the pedestal, but the statue is pretty awesome statue was the hardest part, so I'm glad you like it. Feel free to remap, you can also use another texture if you find one that fits nicely Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 22 Report Share Posted September 22 Forgot to say this, but great work For its inclusion we'll probably have to censor it in the main game 1 Quote Link to comment Share on other sites More sharing options...
nifa Posted September 22 Report Share Posted September 22 1 hour ago, Stan` said: Forgot to say this, but great work For its inclusion we'll probably have to censor it in the main game thanks sure, that's what the cloth prop is there for Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 22 Author Report Share Posted September 22 7 hours ago, Stan` said: Forgot to say this, but great work For its inclusion we'll probably have to censor it in the main game There are two versions, one is censored. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 22 Author Report Share Posted September 22 19 hours ago, Stan` said: The normal map looks inverted, is it intended ? You were absolutely correct here. I inverted the Green channel in the normal map and now it looks 100% better. I'd say my favorite detail by far is the added realism of the "banding" of the metal texture in the normal map. That's a great nod to realism that sets this one apart from many of the others you'd see. Great job! And I'll probably pick a different texture for the base pedestal, but you did a good job there too. I believe the descriptions do say the base for the statue was octagonal. Know what would make a really awesome detail is if we had the ability to slowly transition between textures, so that we could slowly convert the shiny bronze look to a greenish duller look as if patina is slowly being applied by the environment. Maybe make it take about 10 minutes of game time. That would be cool. But as it is, I'd love to actually implement a "Capture the Wonder" mode for the game. Would it be the most popular mode? No, but it would add some nice variety and would add more options for campaign maps or scenarios. 2 Quote Link to comment Share on other sites More sharing options...
nifa Posted September 22 Report Share Posted September 22 (edited) 2 hours ago, wowgetoffyourcellphone said: You were absolutely correct here. I inverted the Green channel in the normal map and now it looks 100% better. wow nice, makes a huge difference, good catch @Stan` ! thanks a lot the idea was that I needed to add details that distinguish it from a small statue that was just scaled up. It would look out of place then. That's also why I added the door and the stairs (and wanted to add the fence at first), so that the viewer can get an impression of the scale in comparison, and how huge that thing was. I let the banding fade out to the top so it doesn't disturb the face. For the pedestal you can go for whatever you think fits. Just shouldn't get too busy though, so that it drags attention from the statue itself. I read something about Rhodes blue marble somewhere, not sure though (edit: somewhere in here: https://www.athensjournals.gr/humanities/2019-6-4-1-Kebric.pdf) Somewhere in the thread there was also the idea of having it collapse, like it did during an earthquake Would be fun as an easter egg. I could try to make a "death" animation, don't know if it's easy to implement though. Capture the wonder would be cool, maybe not so different from capture the relics, hopefully easy to implement? I might finish the pantheon later when I find the time Edited September 22 by nifa Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 22 Author Report Share Posted September 22 1 hour ago, nifa said: I could try to make a "death" animation, don't know if it's easy to implement though. I think just a "collapsed" version would be nice. The pieces can all be props so that they conform to terrain. Can make it a collectable ruin template (metal) too. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 22 Author Report Share Posted September 22 Hey @Genava55 @Ultimate Aurelian Suggestions for a better/more accurate SpecificName? Quote Link to comment Share on other sites More sharing options...
Genava55 Posted September 23 Report Share Posted September 23 (edited) In ancient Greek, the Colossus of Rhodes had several names: ὁ Ἥλιος Ῥόδιος, ho Hélios Rhódios ("the Rhodian Helios"), ὁ κολοσσὸς Ῥόδιος, ho kolossòs Rhódios ("the Rhodian colossus") or ὁ ἐν Ῥόδῳ κολοσσός, ho en Rhodô kolossós ("the colossus of Rhodes"). In Latin, it was called Colossus Solis Rhodi or Solis Colossus Rhodi ("colossus of the Sun of Rhodes"). Edited September 23 by Genava55 2 1 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.