Native OSP 3D Art Battlefield Priests for Calradia

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mr.master said:
Most awesome work yet again Yamabusi. :razz: You must do a texturing tutorial here if you want. How long have you been doing 3D modeling and texturing?

I'm not very good in modeling. UV-mapping and pulling vertices to me it is a heavy routine. Most interesting - is sculpting in ZBrush. Good normal map allows you to make a good occlusion map. Next just apply textures of materials. Some general improvements of light and dark places, as in the coloring of military miniatures and everything is ready. The monk took me about two days. But it depends on the amount of detail in character ... Last highlander took four days of work (although this includes hats, shoes and weapons) ..
 
Oh I have lots of references for you, and hopefully plenty of ideas!  The link below contains illuminations from Maciejowski's bible.  This was painted in the 13th century so any items/garb within is as authentic as it gets.

http://www.themorgan.org/collections/swf/exhibOnline.asp?id=200
 
othr said:
Oh I have lots of references for you, and hopefully plenty of ideas!  The link below contains illuminations from Maciejowski's bible.  This was painted in the 13th century so any items/garb within is as authentic as it gets.

http://www.themorgan.org/collections/swf/exhibOnline.asp?id=200

Wow! The Bible in Pictures? Medieval comic?)
The problem is that such images largely canonic ... Many things are depicted schematically and simplified. Difficult to understand what thing the artist painted, if you are not a specialist. I reviewed those images from the annals  and works of Renaissance artists that I have. There are many priests, monks and bishops. But it's hard on something to stop. And exactly understand the form of clothing, cut, how it looks from the back side ..
 
Yes, definitely not an easy task.  For some things you just have to use your imagination, but you seem to have plenty :wink:
 
othr said:
Yes, definitely not an easy task.  For some things you just have to use your imagination, but you seem to have plenty :wink:

Agreed on both counts. As long as you are paying attention to how things might actually be crafted, which hasn't changed much at a basic level, you should be fine and your models are displaying plenty of credible detail at that level.
 
Caba`drin said:
This is amazing. Bravo. If you're sharing, Idibil at Brytenwalda would certainly be interested...

Wow, yea. Caba'Drin said true. That priest is nice, and We like add it to Brytenwalda if it is possible  :grin:

Great work here

Documentation.
Othr's Link is good. I try add more information and help:

St Columba:
http://www.rampantscotland.com/graphics/columba_picts895a.jpg
http://fullhomelydivinity.org/images/St%20Columba%20icon.jpg

Beato:

http://static.atlasobscura.com/images/place/st-beatus-cave.3754.large_slideshow.jpg
http://www.edilan.es/img/000602.jpg
http://www.das-faksimile.com/userfiles/image/galerie/146Beatus%20005.jpg
http://wa2.www.artehistoria.jcyl.es/historia/jpg/ALI09013.jpg

Others:

http://commons.wikimedia.org/wiki/File:Cross_of_the_Scriptures_detail_-_Crawford_plate_146.png
http://wychwood.wdfiles.com/local--files/kit-religious/hauksbyclerics.jpg
http://wychwood.wikidot.com/kit-religious
 
Oh! When I speak of good reference - that's what I mean! ))
Photos from different sides, cut ..
Eh .. probably will have to do some urban clothing for Calradian fancy people ...)

http://www.revivalclothing.com/15thcenturywomenslinenturban.aspx
http://www.revivalclothing.com/15thcenturywooldoublet.aspx
http://www.revivalclothing.com/woolhoodchaperone.aspx


Idibil said:
Wow, yea. Caba'Drin said true. That priest is nice, and We like add it to Brytenwalda if it is possible  :grin:

In fact, I'm just playing your mod. Very interesting, atmospheric and hard) I play for the Scots. At war with the Picts)) I'll be glad to see my monk in the heather fields of Britain). I'll post the model and texture together with the surgeon soon.

And thanks for the reference.)
 
Well, the 2nd character of the line. The Surgeon.

surgeonrender.jpg

He came out not so terrible and brutal as I thought at the beginning ... Very peaceful medieval doctor .. Well, what happened, what happened ... I thought I'd give him a leather apron splattered with blood and saw on the side ... But then I decided that  it would look strange in the tavern or in the throne room ..)
In addition, he has a coif, which can also be used with all the  priests characters,  and laity in addition to its basic headgear .. Cloak can also be separated. As well as his outfit. I think he  can be good bookseller as well ...

Next - The Priest.
 
Jesus criminy, I'm starting to think you're the guy who did the models and textures in Assassin's Creed. The surgeon is stunning.  :mrgreen:
 
I demand more models!

Priest, surgeon, hmm, next in line merchants, peasants, a blacksmith, a noble maybe, a king!
 
Headmaster said:
Heh, those people really don't look at the lower quality boots in the shop on Native, eh? It's the Blue Hose.

But anyways, awesome looking, your model is.

You're right. It's good-old blue_leggings from Native . But people are so outraged by them, that I think will have to redo them .. Although I like them anyway .. )

Sahran said:
Jesus criminy, I'm starting to think you're the guy who did the models and textures in Assassin's Creed. The surgeon is stunning.  :mrgreen:

Yeah. In my dreams. Although it would not be bad ...)

othr said:
I demand more models!

Priest, surgeon, hmm, next in line merchants, peasants, a blacksmith, a noble maybe, a king!

Well, the line of priests, I described in first post. And soon I will finish them. Nor any peasant or blacksmith  I do not plan. Suitable models are in native game.
I have ideas for additions for fractionsof Nords and Sarranid Sultanate so far ..)


:idea: :?: :!: :arrow:Guys, I have a question for you, as a specialist. You saw that the surgeon has a cloak. But he can be without a cloak. Cloak is a single texture with a surgeon. It's certainly not very good. I would like to be able to do such things as cloaks, belts bags, etc separately. And add them to the models. Q: may the model of the body  have more than one texture? Such as buildings, consisting of the texture of the walls and wood. It is a pity that the cloaks are not implemented as a single slot in your inventory ... In the mods in this situation cloak replacing hats. But it's not very good because the character remains without a helmet. And what's more - bald.)) If it is possible to combine different textures of the body, then at least you could create sets of items with cloaks and without at the same time without having to place their cloaks on the texture of the body.
 
Wow, great looking models and textures!
Also, huge thanks for handing these beauties out to the general community - I'm especially grateful since my mod lacks a modeler in the team.

Big thanks on the behalf of me, and the community!
 
Yamabusi said:
Q: may the model of the body  have more than one texture? Such as buildings, consisting of the texture of the walls and wood.
yes it is possible and just like buildings you have to name the different meshes by the same name followed by ".number"
 
Yamabusi said:
:idea: :?: :!: :arrow:Guys, I have a question for you, as a specialist. You saw that the surgeon has a cloak. But he can be without a cloak. Cloak is a single texture with a surgeon. It's certainly not very good. I would like to be able to do such things as cloaks, belts bags, etc separately. And add them to the models. Q: may the model of the body  have more than one texture? Such as buildings, consisting of the texture of the walls and wood. It is a pity that the cloaks are not implemented as a single slot in your inventory ... In the mods in this situation cloak replacing hats. But it's not very good because the character remains without a helmet. And what's more - bald.)) If it is possible to combine different textures of the body, then at least you could create sets of items with cloaks and without at the same time without having to place their cloaks on the texture of the body.

1)there is possible do multimeshes for all models except  body mesh (as i know)

2)multimesh let you use different materials and textures for individual things (belts cloths, or any improvements you want to)
3)multimeshes has one minus it cant have multimehed lods (so basically if you want use for example lod1 for multimehed thing you have it reuvmap and change whole texture
4) it is still impossible get body color tones on your multimesh (but still you can use main one) (and if it is still haven't found any possible way)
5)by the way as i know there no chance to add more slots in inventory (for example rings belts and so on)

multimehed things is pretty simple
for example if your thing has name my_new_armor
then individual parts belts and so on must be renamed like this my_new_armor.1 or my_new_armor.2 or my_new_armor.x where x can be any number (what max it is i cant really say cause i haven't tested so much)
 
2 Sibylla and rgcotl  Thanks a lot!

So, as I understand it, I can create a library of several kinds of cloaks and bags and any creator of the mod will be able to attach them to any body as it pleases without editing the texture? This is what I wanted to know. The fact that they will disappear on lods, I think, is not so critical..
It would be wonderful to create a rich royal cloak as well as the knight cloaks of different kinds ..

5)by the way as i know there no chance to add more slots in inventory (for example rings belts and so on)

I thought so.. otherwise all this would already be done.. This is sad..

Kohlrabi said:
Big thanks on the behalf of me, and the community!
You're welcome.
For my site, I will be glad to see what I'm doing ingame.
 
Here's a thought. How much work would it take to turn the unused food slot in the inventory into a cloak slot? Its just sitting there waiting to be used for something.
 
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