Ryu's Armory - My Warband Models and maybe some more - Printable Version +- NordInvasion Forum (https://forum.nordinvasion.com) +-- Forum: Discussions (https://forum.nordinvasion.com/forumdisplay.php?fid=7) +--- Forum: Community Projects (https://forum.nordinvasion.com/forumdisplay.php?fid=19) +---- Forum: Models and Textures (https://forum.nordinvasion.com/forumdisplay.php?fid=78) +---- Thread: Ryu's Armory - My Warband Models and maybe some more (/showthread.php?tid=1531) |
Re: Ryu's Armory - My Warband Models and maybe some more - Ryu - 11-12-2012 (05-12-2012, 12:34 PM)YuriTheRed link Wrote: =O looks amazing Thanks mate . (05-12-2012, 12:44 PM)k4mi link Wrote: [quote author=YuriTheRed link=topic=2832.msg64722#msg64722 date=1354710878] I have to agree, just amazing ! [/quote] Ty k4mi! (05-12-2012, 01:27 PM)Gismo link Wrote: very nice ryu! Thanks gismo! (05-12-2012, 01:30 PM)Carolus Rex link Wrote: Are you going to add leather straps btw? Ty mate. I was thinking to make some leatherwork(belts, straps) on armor from the very start; but it will increase polycount which is already a bit higher than ordinary armors; and i dont want to add those as only textures without some volume . Although i've overhauled most of the meshes(still working on gauntlets) to decrease the polycount, who knows maybe i can add some leather straps at the end . (05-12-2012, 01:31 PM)VLKA_Hablam link Wrote: now it looks like an "imperial armor" Hehehe, thats probably why i have an urge to add some Roman soldier leather belt on chainmail part . Originally, i wanted to add some brush on the metal part of the helmet but then i remember how i hated some other roman helmets because they block my view in-game. So i left it as a small metal mohawk . (05-12-2012, 03:52 PM)Sinister_Soldier link Wrote: :o It looks awesome man! Keep up the great work! Thanks mate! (05-12-2012, 05:17 PM)Terath86 link Wrote: Holy dajodawhu;wanjb;awnj;ldfwlkbelask Haha thanks mate . Nothing different than making a static weapon model. Only problem is the rigging if you dont know how to make weight painting-importing-exporting your model in game. Thanks to openbrf, its very simple to copy rigging from other models to yours after importing your model as a static mesh, altough it might not be that acurate (some glitchy parts on the model in animations). Just start modelling one, the rest will follow somehow . Pm me if you need some advice, i can try to help you if i can mate. I also hope to get this armor set for myself as i said before, when i did some retextures for the dev armors. I hope devs will like this armor enough to add in NI and will be generous enough to give one set as a present to the armorsmith . Usually i dont ask for a free one after making a new model for NI, but i wish to wear this one proudly in NI since its my first armor model for Warband. (05-12-2012, 07:07 PM)Sir_Aragorn link Wrote: Ryu...I....I ....Just Had a nerdgasm ) I always have those when see one of my models in NI ;D. Thanks mate . (05-12-2012, 07:21 PM)Dragonknight link Wrote: Damn nice work. Damn nice comment. Ty Dragonknight . (06-12-2012, 08:40 AM)_Sophie_ link Wrote: Open trooper helmet with mohawk. :o Nice ! Thanks Sophie . As a sidenote; this one is mostly based on T-faced barbutte . (08-12-2012, 01:00 AM)Felch link Wrote: That armour is super slick dude put my name down on the waiting list ha Thank you Felch . I hope that it will still look good in-game. (10-12-2012, 03:01 PM)MrGuarnere link Wrote: Dibs on that being the new dev armour. I love shattering dreams... Hehehehe MrG . I can do some retexture work with some ornaments on it after its done mate . Or maybe a lighter version(will help pollycount-wise) for players too . ----------------- I'm relooking into the mesh to reduce polycount(as i told it here somewhere). I also did some testing in-game with the helmet; Auto deforming the helmet to make them fit to players' custom heads, caused some nasty problems :-\. I had to resized the helmet and will be working on its edge-flow to decrease those deformations. I'll be posting in-game screenshots without textures when i'm really done with all of the meshes and fixes(except leather straps, i'll decide how to add those later probably) and when i'm ready to pass to texturing work. Re: Ryu's Armory - My Warband Models and maybe some more - Displeased_Peasant - 11-12-2012 Was it your assassins glaive that got into the new patch? If so then congrats Re: Ryu's Armory - My Warband Models and maybe some more - Ryu - 12-12-2012 (11-12-2012, 11:13 AM)Displeased_Peasant link Wrote: Was it your assassins glaive that got into the new patch? If so then congrats Yup thats one of my models mate, thank you . ------------------------ Finally i finished working on Defender Armor meshes, fixed the helmet's egde-flow so no more weird deformations in-game; and reduced polycounts greatly(about 7-8k tris less now). Helmet has 1.8k tris, Boots(both together) has 3.1k tris, Gauntlets(all parts, left+right with forearm guards together) 3.4k tris; and Body Armor has about 10.7k tris with everything included(with all side plates-shoulderguards around the armor which are about 5.5k tris themselves). So Defender Armor Set has around the same polycount as 4xEastern Katanas, or about 3xPrinceSwords and i think thats not that bad for 4 different piece of armors . Here is the latest shape of the armor from Blender; And some more screenies from in-game; Now its time to work on textures . Re: Ryu's Armory - My Warband Models and maybe some more - Gismo - 12-12-2012 ah i love it Ryu, can't wait for the textures edit: he looks fat on 3rd picture xD Re: Ryu's Armory - My Warband Models and maybe some more - Senni - 12-12-2012 (12-12-2012, 06:18 PM)Gismo link Wrote: ah i love it Ryu, can't wait for the textures Re: Ryu's Armory - My Warband Models and maybe some more - Ryu - 13-12-2012 (12-12-2012, 06:18 PM)Gismo link Wrote: ah i love it Ryu, can't wait for the textures Heheh yeah, in most of the medieval armor references i used to make this one; i saw that breastplate is getting that shape on belly (hmm.. maybe to reduce impacts from swords or pikes to get less damage, i'm not sure). Also shoulder and hip bones are pulling mesh a bit back on that pose . (12-12-2012, 08:50 PM)Senni link Wrote: [quote author=Gismo link=topic=2832.msg65994#msg65994 date=1355336302][/quote] I'm glad you guys like it . ----------------------- I kinda finished base textures, here is a teaser . Ofcourse this is only a render from blender; it has ambient occlusion on(which i'll be baking on textures later), textures' res. are a bit high; also i use base metal texture to give bump for little details while also having a normal map. It also has envir. map(same one in warband) for fake metalic reflections. The problem is if i use envir. map in warband, that kinda destroys model's normal map(so no nice details). I must find a way to fix this, maybe i need to test it more in openbrf to learn how to make both work. Or i "might" ditch the whole envir. map thing. Anyways i'll try to keep as much details as i can for in-game . Re: Ryu's Armory - My Warband Models and maybe some more - MrGuarnere - 13-12-2012 Wow... Re: Ryu's Armory - My Warband Models and maybe some more - ~CM~Dragz - 13-12-2012 (13-12-2012, 12:22 PM)MrGuarnere link Wrote: Wow... That looks even better than real armor do ;D Re: Ryu's Armory - My Warband Models and maybe some more - YunYun - 13-12-2012 Impressive Re: Ryu's Armory - My Warband Models and maybe some more - Senni - 13-12-2012 Yeah, I found the same thing ryu. Doesn't seem to be a way to use both the normal map and env map. Possible it is too much for the engine to do, generate a new surface and fake reflections on that surface. Who knows :/ |