Official 3D art thread - Warband

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Sword.jpg

Concept for a sword for my brytenwalda char (yes, I know, its not 7th century :razz:). The blade is textured (1024*1024, with lots of space left), the rest is a material test. Tris count is ~ 500, the details on the handle are going to be sculpted - the fun part of modelling :grin:
 
Bava said:
Sword.jpg

Concept for a sword for my brytenwalda char (yes, I know, its not 7th century :razz:). The blade is textured (1024*1024, with lots of space left), the rest is a material test. Tris count is ~ 500, the details on the handle are going to be sculpted - the fun part of modelling :grin:
Dude... you're awesome.
 
Bava said:
Sword.jpg

Concept for a sword for my brytenwalda char (yes, I know, its not 7th century :razz:). The blade is textured (1024*1024, with lots of space left), the rest is a material test. Tris count is ~ 500, the details on the handle are going to be sculpted - the fun part of modelling :grin:
Bava!
Very impressive sword.It's nice to see you again,any new ship??
 
Been very busy, but found time to finally execute the armor for the Swadian Grimshields, who are some of the new Champions in the next build of my mod.

These are all just simple modifications of Narf's Gothic and Milanese equipment, nothing special.  Hope Narf isn't too annoyed with me playing with his stuff, I had fun getting the bluing right.  Was nice to have an hour to get this done, it's been a very busy couple of weeks for me :smile:

grimshield01.jpg
grimshield02.jpg
 
What's the mesh name?  I don't remember any  "cased greaves"; just shynbaulds and steel_greaves.  But he may have put new things in since I downloaded that  :smile:
 
Well, they aren't really matched up with any of the armors, no, but they weren't really designed to be a complete set and weren't executed all together, either. They'd need to be separately color-matched for the Milanese and Gothic plates to really match perfectly as well, they both have slightly different treatments of the metal surfaces and aren't uniform.  But neither one's really modeled to match either of those armors at the knees, either, so I've never seen the point in investing a lot of time messing with them, tbh.

There's nothing stopping you from giving it a go, though; it should be a pretty straightforward exercise of using Curves, saturation control and color balance :smile:
 
Artizan@ mesh looks good to me
you just need to lower triangle number by half
small details should go in normal maps not on model

some things for lower version of this helmet
artizan.png
 
Artizan said:
I will make low-poly lods after I am done with uv-mapping and texture.

I think it's somewhat high poly mostly because all the mesh looks very dense, not because of those details pointed out by rgcotl.

If I was going to cut some polycount off the helmet I would concentrate on the general geometry, not on the details.

I care for good looking pieces of armour and I like to see them closely, then I think you should not sacrifice what, 400 polys of geometry to make the details as less good looking normals.

But as you said, make good LODs and everything will be fine :smile:

 
well i am not sure but those details i pointed could be ~700-1200 triangles in total

and with good normals you wont see any different

and 4300 triangles for a single helmet i think are really to much (of cause if it is unique thing in the battlefield that could be)
but i do not really think that this is going to be an unique thing
 
rgcotl said:
well i am not sure but those details i pointed could be ~700-1200 triangles in total

and with good normals you wont see any different

The point is that the problem is caused by a too subdivided mesh in general, not because such small details.

If the mesh is too subdivided, the details will be as well. 

Then, if you cut those extra vertexes off all the mesh, the details won't count as much (as they won't be high poly anymore).

And again, if the lod.1 has a low polycount, it won't matter much if the unlodded mesh is highpoly (and c'mon, 4000 poly model isn't that high).

Take for example the Rus helmets made by Narf. They're not high poly, and have a fair amount of geometry details.
 
well narfs rus pack helmets most triangle number is 12xx
the maximum number of triangles i used for my own helmets is ~2300 (with plumes with a lot of details )


so at the point i am looking in this helmet i see some things with i could easily remove and i wont see any difference in game
(cause the normal maps will do the same effect)

 
rgcotl said:
well narfs rus pack helmets most triangle number is 12xx
the maximum number of triangles i used for my own helmets is ~2300 (with plumes with a lot of details )


so at the point i am looking in this helmet i see some things with i could easily remove and i wont see any difference in game
(cause the normal maps will do the same effect)

Exactly what I'm talking about. Narf's stuff falls between ~1200 polygons because it has a good balance of polygons in general, not because of the lack of geometric details.
 
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