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Ryu's Armory - My Warband Models and maybe some more
Thanks for feedbacks Nici, WR_Tomoffel, Dragonknight, Gismo, Mr.Peso, Art2X, Sophie, Khmer, clickeverywhere.

About neck area, i had 2 choices there because neck doesnt stays at same position(the reason for this might be copying rigging) and moves with different poses(2handed standing, 1 handed standing etc.). First choice was to hide the whole head+neck with helmet as most of the helmets do, or make there black and hope that will be enough to hide it; i picked 2nd one because i wanted current kind of helmet.

About metalic look; there are 3 different reasons for that probably;

-Env.Map is not working with normal maps, which is being used to give fake real time reflections which is needed for shiney metalic surfaces. There was nothing i could do about it except ditching my normal map, and i chose normal map over env. map, sorry.

- My metal texture is a bit too dark which kinda kills believeblity that its a metal surface. This is my fault because i want a dark theme for the armor.

-My specularity might need some work, maybe i need sharper specularity; i'll look into it in openbrf.

Now let me remind you how metalic surfaces look in warband without env.maps, compare them yourselves and decide which looks more like metal please Sad.
[Image: XtXyH.jpg]




And now let me show you how i planned armor to look; this is how it looks like in Blender in real time(in blender viewport, or in bge). Only difference here is that 1st one has warband's native env.map on it, 2nd one doesnt have that; rest are all same diffuse, normalmap and spec. maps.
with env.map;
[Image: jzo6N.jpg]

without env.map;
[Image: jslKT.jpg]
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Messages In This Thread
Retexturing - by Ryu - 23-07-2012, 02:54 PM
Re: Ryu's Armory - My Warband Models and maybe some more - by Ryu - 21-12-2012, 09:31 AM



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