nifa Posted January 1 Report Share Posted January 1 On 31/12/2023 at 3:08 PM, Stan` said: Remesh will give you millions of polygons I'm pretty sure the remesh modifier could also be used for retopology. Using low numbers in the settings will give you a mesh with less geometry than the original On 31/12/2023 at 3:08 PM, Stan` said: 3000 tris isn't that bad considering it won't be displayed often, but given the above screenshots I'm feeling like there might be some places where you don't need the details. 19 hours ago, wowgetoffyourcellphone said: @Stan` is correct here. Just 1 fully-propped animated cavalry unit can be 3000 tris. So, a stationary, non-boned mesh like this, which will take up the same screen space of 7 or 8 such cavalry units, doesn't need to be super low-poly. It's nice to reduce as many tris as possible, but it's a smaller concern than with an animated object such as a unit. that's a relief, I was a bit worried by the 2k tris in the original post On 31/12/2023 at 3:08 PM, Stan` said: I suppose the clothing wrinkles could be part of the normal map, and using an aomap the details could be put in the diffuse (for the people playing with material quality 1.0) 19 hours ago, wowgetoffyourcellphone said: I can see that the cloth hanging from his left arm can be reduced in complexity, much of the folding can be created with the normal map and subtle baked shadows in the diffuse map. Well, there are only a couple of wrinkles that I modelled, out of like a million other. The problem for me seems to be that a lot of them aren't just subtle elevated, but are really 3D, so over- and underlapping and forming holes etc and it's screwing up the normal map baking. 19 hours ago, wowgetoffyourcellphone said: But also, the penis doesn't need to be super high poly either (lol) It's only 5 quads = 10 tris right now, luckily it's so small. I could spare some geometry at the balls though 1 Quote Link to comment Share on other sites More sharing options...
nifa Posted January 1 Report Share Posted January 1 high-poly thumb (508 tris) low-poly thumb using remesh modifier (192 tris) If someone with a high end machine would use these modifiers on the whole body and provide the blend data would be nice Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted January 1 Author Report Share Posted January 1 Hmm, thumb should maybe by like 30 tris. lol. I know it's hard to reduce a 290,000 triangle mesh down to a few thousand though. You're doing better than I would. Quote Link to comment Share on other sites More sharing options...
nifa Posted January 1 Report Share Posted January 1 haha thanks. That was just to demonstrate the possibilities. The thumb was a part that my computer could handle Quote Link to comment Share on other sites More sharing options...
nifa Posted January 1 Report Share Posted January 1 original high-poly: low-poly with baked normal: current state of the art of normal map baking. Triangulate and shrinkwrap would make the waist fit better. I will see what to do about the errors 1 Quote Link to comment Share on other sites More sharing options...
nifa Posted January 7 Report Share Posted January 7 I finished the mesh, added a bow and managed to bake a good normal from highpoly from lowpoly. I created this procedural bronze material, that adds green and different shades of bronze colours: https://www.youtube.com/watch?v=89d4jXYTvN0 Diffuse baking also worked more or less. I'm unsure about the spec map though, how do I bake that? Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 7 Report Share Posted January 7 It's inverted roughness (more or less). You can also try to combine the metallic but it won't have much added value. Spec map can have some color but not sure how long it will be supported (currently is) 1 Quote Link to comment Share on other sites More sharing options...
nifa Posted January 7 Report Share Posted January 7 (edited) what is left to do, is getting rid of those leftovers from the treestump and bake again. Some sharps are too much and they left bad marks in the diffuse (via ao). Will do the spec map then too. I'm also not sure about the colours. Might be overall too dark, the green might be too strong in some parts. Athena in DE has some green shining which seems nice What should I do with the platform? Leave or get rid of? What's the desired scale? Same as Athena? You can find it in the added mod in atlas under actors, sele/cult_statue.xml apollo.zip Edited January 7 by nifa 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted January 7 Author Report Share Posted January 7 Nice. I'd say get rid of the round platform (save some tris) and I'll use the pedestal I linked earlier. Using the Athena statue's diffuse map as an inspiration would be good. It looks pretty nice, so attempting to replicate that look would be very nice. Desired scale is the same as Athena, yeah. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted January 8 Author Report Share Posted January 8 I can scale it however we need it myself, honestly. I'll probably use one scale for the DE cult statue and another to replace the statue in the Seleucid Wonder in the base game: Quote Link to comment Share on other sites More sharing options...
nifa Posted January 8 Report Share Posted January 8 17 hours ago, wowgetoffyourcellphone said: Nice. I'd say get rid of the round platform (save some tris) and I'll use the pedestal I linked earlier. Using the Athena statue's diffuse map as an inspiration would be good. It looks pretty nice, so attempting to replicate that look would be very nice. Desired scale is the same as Athena, yeah. alright, will do. Athena looks nice, but I think I might go another way and give different parts of the body different shades of golden/brown/black. It seems that new researches are saying that even bronze statues were coloured by using different combinations of metals: https://en.wikipedia.org/wiki/Riace_bronzes#/media/File:Experimental_Reconstruction_of_Riace_Bronzes.jpg https://www.ronhenggeler.com/Newsletters/2017/11.6/Newsletter.html https://de.wikipedia.org/wiki/Bunte_Götter_–_Die_Farbigkeit_antiker_Skulptur#/media/Datei:Bronze_head_(Glyptothek_Munich_457)_with_and_without_patina_Bunte_Götter_exhibition_revised.jpg I'll try not to make it too colourful, just a few nuances. Let me know what you think 17 hours ago, wowgetoffyourcellphone said: I can scale it however we need it myself, honestly. I'll probably use one scale for the DE cult statue and another to replace the statue in the Seleucid Wonder in the base game: good call, I didn't even see that there is an apollo as well 1 Quote Link to comment Share on other sites More sharing options...
nifa Posted January 9 Report Share Posted January 9 painted Apollo of Belvedere: https://antiquipop.hypotheses.org/eng/12501eng Quote Link to comment Share on other sites More sharing options...
nifa Posted January 11 Report Share Posted January 11 (edited) While the model looks perfectly smooth in blender, I keep having little dirt and visible edges in atlas. I wonder what could be the reason? My normal and diffuse seem to be clean. Might have something to do with the smooth shading. What is the right material to use? Edited January 11 by nifa 1 Quote Link to comment Share on other sites More sharing options...
nifa Posted January 11 Report Share Posted January 11 Apart from that, I'm almost done. Just playing around with the colours and might do some texture paint after the final diffuse bake. I added a quiver with arrows, got rid of the tree stump and the platform, made a cage to bake the normal, did the baking of AO to use for the materials and baked the first diffuse. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted January 11 Author Report Share Posted January 11 Maybe gold for hair? Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted January 12 Author Report Share Posted January 12 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted January 12 Author Report Share Posted January 12 12 hours ago, nifa said: While the model looks perfectly smooth in blender, I keep having little dirt and visible edges in atlas. I wonder what could be the reason? My normal and diffuse seem to be clean. Might have something to do with the smooth shading. What is the right material to use? @Stan` made a video for baking AOs Though, as you indicated, face smoothing may possibly cause issues. I don't know. Maybe Stan can have some insight. Quote Link to comment Share on other sites More sharing options...
nifa Posted January 12 Report Share Posted January 12 (edited) like this? I choose a different approach and used CC0 textures (from here: https://ambientcg.com/view?id=MetalSubstance008) instead of procedural materials. Same problem though, looks fine in blender but bad in atlas. I'll have to wait for Stan. Also I'm struggeling with bringing the metalness/roughness to atlas, I didn't really get how to bake the spec map. Just baking a roughness map doesn't seem to work. apollo-0_27.1.zip Edited January 12 by nifa added zip file 2 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted January 12 Author Report Share Posted January 12 Spec map we can use one of those Ambient CG textures and will look fine, in-game. I was meaning to replace the "generic" spec textures with new ones anyway. For the gold hair, I think the diffuse needs to be darker, similar to this (without the highlights): Spoiler Spec maps can have color, so the spec map in the hair area can be yellow, while the rest of the body is gray. So, you get a yellow shininess on a rich brownish diffuse (the hair), for a faux metal look, and the rest is just a normal light white highlight as if painted. 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 13 Report Share Posted January 13 Can you show me the generated ao and the second uv map layout. Not sure i'll be able to access blender. Also if you export the roughness map you need to invert colors. That's what I meant by 1-roughness. 2 Quote Link to comment Share on other sites More sharing options...
nifa Posted January 13 Report Share Posted January 13 (edited) 7 hours ago, Stan` said: Can you show me the generated ao and the second uv map layout. Not sure i'll be able to access blender. I used the same UV map for both the diffuse and the AO. Should I not do that? Then put the AO as an image texture in node for the diffuse. Maybe I should use a larger margin when baking? Edited January 13 by nifa Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 13 Report Share Posted January 13 Okay few things from looking at the DAE in that zip. You need two UVs in order to be able to use AO. The fact it doesn't crash for you makes me think that either you got an error message, or that you might not have set the material quality to 10. Second is wasted UV space, you want to have as little black spots as possible, you can probably rearange things so that those curved pieces take less space And yeah you can boost the margin a bit. 2 Quote Link to comment Share on other sites More sharing options...
hyperion Posted January 14 Report Share Posted January 14 1.) Smooth shading interpolates geometry during render, which isn't free and so the game engine doesn't do it as far as I'm aware, at least I never stumbled over code that would indicate otherwise. What you get is basically the same as flat shading in blender. 2.) While baking you have to set metallic to 0 from what I remember when experimenting a year or two ago, don't know why tho. Could well have been a bug in blender. Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 14 Report Share Posted January 14 6 hours ago, hyperion said: Smooth shading interpolates geometry during render, which isn't free and so the game engine doesn't do it as far as I'm aware, at least I never stumbled over code that would indicate otherwise. What you get is basically the same as flat shading in blender. Of course we have smooth shading Oo. Else barrels would look much worse. Units too. Quote Link to comment Share on other sites More sharing options...
hyperion Posted January 14 Report Share Posted January 14 2 hours ago, Stan` said: Of course we have smooth shading Oo. Else barrels would look much worse. Units too. What would I have to change to make it work as this doesn't look like smooth shading at all. 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.