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Wonder: Colossus of Rhodes


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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

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On 17/09/2020 at 12:26 PM, MrLux said:

Just to make a pause and share technical progress.

748001260_Colossusofrhodesproject1.thumb.png.849ee5bb35045122ec81c6f259a3cdaf.png

 

I have 1480 triangles for now. We are good, still good.

Edit:2051013064_01-later7.jpg.4e92594bf45227a067d9f4b5392f5911.jpg

 

1039962517_Colossusofrhodesretopo.thumb.png.c620f0c8eab94de6ce5171df473ae7aa.png

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.

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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

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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

244109566_Screenshot2024-02-02222908.thumb.png.68355f78472a1dc5bee1f1e36207f62d.png

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  • 4 weeks later...

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.

395071205_Screenshot2024-02-29222235.png.5671b42b349bdd069c47832de6761c36.png

Feel free to give me some feedback.

UV map layout:

994167846_ColossusLPExport.thumb.png.768fbc632a02db70ebbf3fc70edf4892.png

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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.

 

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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.

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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 by nifa
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