Stan` Posted January 14 Report Share Posted January 14 2 hours ago, hyperion said: What would I have to change to make it work as this doesn't look like smooth shading at all. The top of the barrel is flat, but the rest is smooth shaded. I added some extra barrels, the leftmost without any smooth shading. 1 Quote Link to comment Share on other sites More sharing options...
hyperion Posted January 14 Report Share Posted January 14 Hard to tell even with a crafted example but noticeably different than in blender. Much weaker effect which might come down to a much cheaper algorithm. Could some tweaking get us closer to blender without ramping up computation time? Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted January 14 Report Share Posted January 14 33 minutes ago, hyperion said: Hard to tell even with a crafted example but noticeably different than in blender. That's just an impression. Because textures and lighting affect perception greatly. 34 minutes ago, hyperion said: Much weaker effect which might come down to a much cheaper algorithm. Could some tweaking get us closer to blender without ramping up computation time? That smoothing is free for our rendering. Because it mostly affects directions of normals. And flat shading instead might even increase the number of vertices to be able to have sharp edges (because smooth shading reuses vertices). Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 15 Report Share Posted January 15 This video explains it well https://youtu.be/C8YtdC8mxTU?t=976 1 Quote Link to comment Share on other sites More sharing options...
hyperion Posted January 16 Report Share Posted January 16 On 15/01/2024 at 11:25 AM, Stan` said: This video explains it well https://youtu.be/C8YtdC8mxTU?t=976 Fantastic video! Well, still I can't find the relevant portion in the code by skimming, all I found was the use of normal maps in the fragment shader (sure might have missed it tho). This would also give some level of perceived smoothness but is not what I have in mind for smooth shading, still the term flat shading isn't entirely appropriate either. Maybe normal map shading? Quote Link to comment Share on other sites More sharing options...
nifa Posted February 1 Report Share Posted February 1 (edited) So I was some time afk, but I'm back on it now. It seems the visible edges that were bugging me are seams that were baked into the normal map. I tried around a lot and read all I could find about it but the way to go is to reduce the seams. So now I have a new UV layout and unwrapped the body with almost no seams. The negative side is that I have some stretching now. Also I added some geometry in the belly area, it's smoother in an area which is seen a lot by the player. On 12/01/2024 at 7:06 PM, wowgetoffyourcellphone said: For the gold hair, I think the diffuse needs to be darker, similar to this (without the highlights): like this? If the colours are good I will continue with texture painting some details, eyes, mouth, sandals etc. Don't mind the offset of the quivers, it was made just for clean baking On 13/01/2024 at 4:04 PM, Stan` said: 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. The fact it doesn't crash is because I don't use the AO ingame. I just bake it together with the colours on the diffuse. So I feed the AO that I baked into the nodes of the materials in blender. That's how I understood the instructions. I could also add a AO map in the actor if that's better. also let me know what you think of the uv layout now:) @Stan` @wowgetoffyourcellphone Normal map baking stays a problem though, even when baking with a cage. Only solution I see is editing by hand afterwards, similar how this dude did it: Edited February 1 by nifa 2 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted February 2 Author Report Share Posted February 2 10 hours ago, nifa said: like this? If the colours are good I will continue with texture painting some details, eyes, mouth, sandals etc. Don't mind the offset of the quivers, it was made just for clean baking Yes! The overall colors and the color of the hair looks great. Please continue with this direction. I have no strong feeling about baking the AO into the diffuse. The Athena statue (in DE) does that and it looks fine. I think a proper separate AO map and UV map for the AO is ideal, but not 100% necessary. 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted February 2 Report Share Posted February 2 How I would like to see a Colossus of Rhodes or the one Nero had. Sorry off topic. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted February 2 Author Report Share Posted February 2 37 minutes ago, Lion.Kanzen said: How I would like to see a Colossus of Rhodes or the one Nero had. Sorry off topic. Go ahead and make a topic for the Roman Colossus. I think there is already a topic for the Colossus of Rhodes. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted February 2 Report Share Posted February 2 26 minutes ago, wowgetoffyourcellphone said: Go ahead and make a topic for the Roman Colossus. I think there is already a topic for the Colossus of Rhodes. Several big statues. They are rebuilding one of Constantine in Italy. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 30 Author Report Share Posted September 30 On 01/02/2024 at 12:14 PM, nifa said: So I was some time afk, but I'm back on it now. It seems the visible edges that were bugging me are seams that were baked into the normal map. I tried around a lot and read all I could find about it but the way to go is to reduce the seams. So now I have a new UV layout and unwrapped the body with almost no seams. The negative side is that I have some stretching now. Also I added some geometry in the belly area, it's smoother in an area which is seen a lot by the player. like this? If the colours are good I will continue with texture painting some details, eyes, mouth, sandals etc. Don't mind the offset of the quivers, it was made just for clean baking The fact it doesn't crash is because I don't use the AO ingame. I just bake it together with the colours on the diffuse. So I feed the AO that I baked into the nodes of the materials in blender. That's how I understood the instructions. I could also add a AO map in the actor if that's better. also let me know what you think of the uv layout now:) @Stan` @wowgetoffyourcellphone Normal map baking stays a problem though, even when baking with a cage. Only solution I see is editing by hand afterwards, similar how this dude did it: How is this going? I remembered that this was very promising! I'd like to use this to replace the Apollo statue in the Seleucid wonder (for the main game), and then a slightly bigger scale version for DE's Seleucid Cult Statue. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 30 Author Report Share Posted September 30 On 11/01/2024 at 2:58 PM, 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? FIXED by inverting the green channel again (like with the Colossus statue)! In its current state, it's already perfect for DE. I can scale it in Blender how I wish. One last request. Would you be willing to create a "modesty" prop for the EA version, like you did for the Colossus? Just re-using the cape texture, etc. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 30 Author Report Share Posted September 30 Good job @nifa. You now have 2 great art assets that'll go into next release. Looks great^ So much better than the old statue. 3 Quote Link to comment Share on other sites More sharing options...
nifa Posted October 1 Report Share Posted October 1 19 hours ago, wowgetoffyourcellphone said: FIXED by inverting the green channel again (like with the Colossus statue)! haha, I should be aware of this 19 hours ago, wowgetoffyourcellphone said: One last request. Would you be willing to create a "modesty" prop for the EA version, like you did for the Colossus? Just re-using the cape texture, etc. Sure, I will do that as soon as possible. This week I'm quite busy though, maybe towards the weekend. 1 Quote Link to comment Share on other sites More sharing options...
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