A few words to explain stuff:
So this object has 22.056 Polygons. That is quite alot.
Performance in Warband (and pretty much all game engines) works primarily around collision. Polygons are actually no problem, if they don't collide.
This is why I've made a collision body for this trebuchet. Instead of 22.056 Polygons, the Collision body has 430.
This means, the game actually only has to raycast onto 430 polygons, and the rest are just visual.
Texturewise:
The Trebuchet has only 1 real texture, which is the Diffuse map. I've reduced the Normal & Specular maps to 64x64
This is because I'm using a technique called "Light baking" which allows me to utilize shaders like Ambient Occlusion and Pathtraced Shadows, and insert them directly onto the Diffusemap.
Normally the downside is the 2048x2048 Diffuse texture needed to have high fidelity in the object.
I've found a way around that issue:
Normally, a model relies on 3 Textures: Diffuse for color, Specular for reflection, and Normalmap for depth.
Luckily, my Trebuchet is 99% Wood, which is basically unreflective and allows me to throw the Specular map out the window and put the saved performance into the Diffuse map.
The normalmap i got rid of, by using high fidelity normalmapping while lightbaking, allowing me to fake depth in the diffuse texture. Again, saved performance went into the Diffusemap.
Basically, this is just an explanation for anyone curious why 1 texture is gigantic, while the others are miniscule.
you don't have to actually change anything when implementing the model - the workflow stays the same.
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23.02.19 - I neato'ed up my transparency work, so i updated the dl.
looks like this now (the shadow on the ground is from sketchfab):
My best advice for people who use wings, and not blender, is:
Wait until Blender 2.8 is out. It's probably gonna come out earlier than bannerlord, and the UI learning curve in 2.8 is going to be WAY better.
On top of that, and that's the big one, blender 2.8 will feature a realtime PBR rendering engine, same as Bannerlord, with all the tools you could ever wish for, including PBR texture painting.
Yo!
I didn't have time to make an entirely new shield, but I found an old one on my PC that could fit in here, so I polished up the textures a bit.
It probably doesn't fit the theme, but ey - noone said the dude who wants the shield was European ayy
Now the Shield does have some damage, which doesn't fit the theme, but out of artistic freedom I didn't want to remove the scratches because they make for neato detail ^^
All the textures I used were either generated/photographed by me, or textures.com in case of some decals
I also have no idea how to get stuff into warband, so I'm just gonna do this:
Alright, If you're interested in sci fi stuff... Just don't say I didn't warn you
most of the stuff is Star wars (Tie Fighters - consoles, **** like that)
And possibly some stuff I did for Bear Force 2 (I won't post all of it though as i don't wanna piss off
the guy who leads the mod ^^)
Yo ma duds wat up it's yaboi.
I've got some minty fresh OSP for you.
So.
I've been cleaning my PC lately and being the self centered Person I am, I of course told everyone on Discord. People told me why not get all my old stuff onto forum, so that's what I'm doing here.
I'll only upload...
Okay, I've heard a lot of different stuff from different people about this topic so I wanna make a thread about it:
Is it possible, to add cubemap reflections on stuff and fake physical based rendering that way?
As of now, every time I make a model and I don't want the stupid last gen highlight...
Viking age is pretty interesting, lots of nice looking swords there, the RPG aspect is also interesting, even though I don't understand how that could work in Warband...
Is the lore still just scribbles or a fully fleshed out one I can look at online?
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