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Terath's models - Printable Version

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RE: Terath's models - Eyleen - 13-10-2016

Looks really nice, but it still has a few issues.

The blade looking like stone is a very common mistake for metal texturing. In this case, it seems to be caused by the normal and specular map. Based on the looks I assume you just generated a normal map based on the diffuse. However, if you think about how normal maps work, and how details in diffuse maps are painted, it makes very little sense. The script that turns diffuse into a "normal" map essentially just converts it into a greyscale height map, and returns a normal map based on that height maps displacement. It works for some purposes, like adding a bit of depth to cloth or leather textures. As a rule of thumb, if you are not sure about it yet, use that feature only on base textures, without detail applied. Thats where you need layers, never merge them, always create an extra one for everything. Now that we have found a way of creating "false" normal maps, here is how you should create them. The most commonly used method nowadays is to create your low poly model, and based on that low poly model you sculpt a high poly one with additional minor spacial detail, or even textures that you want normal mapped. From there you bake your normal map from the high poly to the low poly based on displacement. (Or re-topologize if your sculpt differs too much.) Ideally you then continue to merge the accurate, calculated normal map with a ~75% toned down version of the normal map generated from your base textures. That way you create a normal map accurately displaying what its supposed to show, without any of those weird artefacts you currently get.

Your specular map has a very similar problem, one way to potentially fix it is to apply a bit of blur and lower the contrast, should yield better results.

Besides that its only some design choices that I would change, like the rectangular handle, the hard edges on top and bottom of the crossguard, and most importantly, the complete lack of ambient occlusion applied to it.

But its nice to see that you are still improving, you have come quite a long way from your first models to this one. Got to ask though, what do you mean by new way of texturing?


RE: Terath's models - Terath - 26-04-2017

https://p3d.in/BhJQA

Just a little mantlepiece that I've just finished. It's probably never gonna touch the mod.


RE: Terath's models - Jalau - 26-04-2017

(26-04-2017, 03:21 PM)Terath Wrote: https://p3d.in/BhJQA

Just a little mantlepiece that I've just finished. It's probably never gonna touch the mod.

Looks pretty good :Smile Really like the wooden style.


RE: Terath's models - Looter - 26-04-2017

When you said mantelpiece I was thinking a mantleplace like you had made a scene prop and almost got excited. Sad

Nice Samurai/Eastern sword tho, would fit in with mods like gekokujo


RE: Terath's models - Disco - 03-09-2017

The higher res texture is a huge improvement, it looks super crisp. Hopefully now the design on the chest won't look like a unrecognisable blob.


RE: Terath's models - Terath - 04-09-2017

I've tried my hand at retexturing the infamous Defender Armour. It is still in the preliminary stages, so it is still very grey, but I have added some color on the belt (still trying to find where to put more color and fanciness seeing as it is a legendary). The texture sheet is still a mess, because I didn't re-create the UV map (although I did edit it some), so I just worked with the one it had and it took five hours. Nice. I have improved the texture by rescaling up to 2048 x 2048, and completely remaking the textures - I made some re-usable texture sheets just for this specific armor. I haven't added small details like the dragon engraving on the chest or any other fancy engravings, but I have added all the armor bolts (screws? nails?).

Needless to say, this armor is unnecessarily complicated and unbelievably detailed, both in model and texture (sheet). I might post the final product later just for comparison with the old model.

thanks

Edit Note: I haven't made proper specular and normal maps yet, so the shiny stuff and the depth-y stuff are a bit wonky. I'll make them later.
Edit 2: I've pretty much finished the main model and texture departments. A few bells and whistles might be added later on, but for now I'm happy with it. (it's still pretty grey though.)

Defender Armor: https://sketchfab.com/models/7b18af8aff5e4c90bfbf01a35e81898c


RE: Terath's models - Winter - 05-09-2017

(04-09-2017, 09:47 PM)Terath Wrote: armor bolts (screws? nails?).

If historical accuracy is desired, rivets.

Nice texture. I wonder if you could add leather (and slides, if you are ambitious) to the fauld lames and tassets so they aren't just sort of floating next to each other.

I opened a moving box for you. Please ignore the bolt & nut used in the slide for the breastplate. It is on the inside so no one sees it, and it makes taking the breastplate apart for cleaning possible.


RE: Terath's models - Terath - 08-09-2017

https://sketchfab.com/models/3ed296bfea83494082e005040b26e476

t a b l e

I've never really ventured into scene props before, so this was fun. Took a while to get the details right, but I wasn't working off of a reference image so it took longer than expected.

https://sketchfab.com/models/0297dac4d4ed402392b1ab8bc47b2c4e

An untextured model of a new Bidenhander I've been working on. Compared to my other models, this one's pretty heavy with the mesh detail so LODs should be fun. The UV map is very scary looking so I'm really not looking forward to texturing this model.

When the mesh replacement is finished, I'll see if I can't add a secondary mode to Bidenhander to allow you to grip the flat part of the blade under the horns (edit: ricasso), which would allow for more damaging, quick strikes with the loss of some reach. Hopefully this should add some combat depth to Zweihander and make you feel and handle more like a real zweihander would.


RE: Terath's models - Jalau - 08-09-2017

Looks pretty good. Keep up the good work!


RE: Terath's models - Terath - 05-11-2017

https://sketchfab.com/models/8213cf7bf4e541b4911dfff504ac93ca

A model made to replace the current Huntress model. The current one is aids.jpg and needs to die. Thus, a new model. More thicc, less huge, not a darker Long Bow. Looks like it could pack a punch.
I've been practicing wood weathering techniques recently and I thought it really made this model look way better than it would without the weathering; I feel like it ties the whole model together.
I'm very happy with how this turned out. Even if I had to stay up until 4:50 AM making it from start to finish (7 hours total).

https://sketchfab.com/models/f2fe09e59ad14b1482cb3551f9a23835

The finished version of the Bidenhander I was working on a couple of months back.
The UV unwrap is hell and so was texturing it.
Defender Armour flashbacks.
It turned out real nice.

https://sketchfab.com/models/d3b4465cae5f4105b28de3b92988447a

Major model edit and retexture for Jormungandr. Old one was green for some reason, and looked craftable, so I thought I'd make it look just a little more legendary.
Also, the engravings glow blue. Ooo.

https://sketchfab.com/models/85b46ac820c74eb8a228afe0d98e0b7e

New sheath for the Swadian Hope. Not much to say other than it looks much better than the current one.
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All of these models should be in the next major patch. Thanks.