click on the image to see it in 3D
For this tutorial, I will not explain all the process of making the base model in wings 3D since there is a lot of tutorials covering the use of Wings 3D
http://forums.taleworlds.com/index.php/topic,72860.0.html
So I will just make a slide show to give you the main point and what you need to know !
models for those of you who do not have the time :
Let's recap:
You have to make a base model with on quadric faces and no triangles
You need to put a lot of polygons, otherwise, sculptris smooth it during the importation and you get a bad result.
the low poly model have to match the high poly model and UV don't have to be overlapped
To begin, read the quick help at right bottom
It will help you to move around your object
then import your model (The one, we have made in Wings 3D)
click on new scene
You can see, that the edges of the model are a bit jaggy, we will remove that by subdivising the model
and them smooth this edge with the smoothing brush
We can begin to sculpt the wood !!!
take the crease brush
and make some lines along the planks
DONT HESITATE TO CHANGE YOUR BRUSH PRESET
comparison between two brush's preset :
a small with details at medium
a big wih no details
with the crease brush sculpt the edges of the planks
Ifyou dislike what you have done in some part, you can smooth them:
Use the pinch brush
to contract the planks between them and the differents lines we aev previously done with the crease brush
front model finish
back model finish
Export your model as: partshielHHP.obj
It will help you to move around your object
then import your model (The one, we have made in Wings 3D)
click on new scene
You can see, that the edges of the model are a bit jaggy, we will remove that by subdivising the model
and them smooth this edge with the smoothing brush
We can begin to sculpt the wood !!!
take the crease brush
and make some lines along the planks
DONT HESITATE TO CHANGE YOUR BRUSH PRESET
comparison between two brush's preset :
a small with details at medium
a big wih no details
with the crease brush sculpt the edges of the planks
Ifyou dislike what you have done in some part, you can smooth them:
Use the pinch brush
to contract the planks between them and the differents lines we aev previously done with the crease brush
front model finish
back model finish
Export your model as: partshielHHP.obj
Import and smooth your model has we have done previously
Inoption, then background take a picture you want as a reference:
begin to sculpt the major part of your model with the draw brush
Refine the edges with the crease brush
play with all the brush to get a good result
Don't try to go fast, you have all yourtime
Inoption, then background take a picture you want as a reference:
begin to sculpt the major part of your model with the draw brush
Refine the edges with the crease brush
play with all the brush to get a good result
Don't try to go fast, you have all yourtime
import the plank shieldpartHHP.obj and add it to the model.
move and scale the model with this two tools:
final result
Export as entireshieldHP.obj
move and scale the model with this two tools:
final result
Export as entireshieldHP.obj
(click on the image to download the soft)
After completing the high poly shield, and Uvmap your lowPoly, you will have to bake your textures.
I mean you will extract informations of the HP shield to bring them via a texture on the LP model that will be ingame.
In order to do that, we will use Xnormal:
First, import you High poly model :
in our case, it will be :entireshieldHP.obj
LBM and add meshes on the high definition meshes panel
Do the same in the low definition meshes panel.
Import shieldUV.obj
In Tools panel, click on ray distance calulator
click on go
after on minute, click on stop
Copy the values and hit ok
in the baking option panel do like this:
you will have two textures:
in our case, it will be :entireshieldHP.obj
LBM and add meshes on the high definition meshes panel
Do the same in the low definition meshes panel.
Import shieldUV.obj
In Tools panel, click on ray distance calulator
click on go
after on minute, click on stop
Copy the values and hit ok
in the baking option panel do like this:
- output file: the folder where you will store your baked textures
- size: to control the size of your texture
- check the box normalmap
- check the box ambient occlusion
- hit generate map
you will have two textures:
import your texture shield_occlusion.tga in photoshop
On a new layer, add a wood texture
set this layer to multiply
duplicate your first layers (AO) to have a copy
Adjust the levels of the layers to bring the details
duplicate the wood texture for the back part of your shield
merge the two wood texture and duplicate it to have a stronger texture
open a metal texture and make selection
CRTL+C and ...
CRTL+V in our diffuse texture
set the layer to multiply and move it at the right place
open the shield_normals and go to the blue channel
go in filter,stylize, find edge
CRTL+A and CRTL+C
CRTL+V in our diffuse texture
CRTL+I to invert it
set the layer in color dodge mode
close up
in filter, blur, gaussian blur, set the value to "1" and click ok
add a new blank layer and find a color
paint the color
set the layer to soft light mode
add a new blank layer and draw the forms you want on your shield
set the layer to soft light mode
dupplicate the layer 4 times to get the color come back
On a new layer, add a wood texture
set this layer to multiply
duplicate your first layers (AO) to have a copy
Adjust the levels of the layers to bring the details
duplicate the wood texture for the back part of your shield
merge the two wood texture and duplicate it to have a stronger texture
open a metal texture and make selection
CRTL+C and ...
CRTL+V in our diffuse texture
set the layer to multiply and move it at the right place
open the shield_normals and go to the blue channel
go in filter,stylize, find edge
CRTL+A and CRTL+C
CRTL+V in our diffuse texture
CRTL+I to invert it
set the layer in color dodge mode
close up
in filter, blur, gaussian blur, set the value to "1" and click ok
add a new blank layer and find a color
paint the color
set the layer to soft light mode
add a new blank layer and draw the forms you want on your shield
set the layer to soft light mode
dupplicate the layer 4 times to get the color come back
hide all the layers where you have painting
flatten the image
in filter, take the normalmap filter
duplicate the layer & set the layer to overlay mode
duplicate two times more
flatten the image
open the shield_normal texture (the one give by Xnormal)
drag the normal map made with the photoshop plugin onto the other one and set the layer to overlay mode
close up to see the differences
flatten the image
in filter, take the normalmap filter
duplicate the layer & set the layer to overlay mode
duplicate two times more
flatten the image
open the shield_normal texture (the one give by Xnormal)
drag the normal map made with the photoshop plugin onto the other one and set the layer to overlay mode
close up to see the differences