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Official 3D art thread - Warband

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Hi

Please can you help me?

I would like to modify a tabard with a sample of the default integrated banner...

15258452381723299727.jpg


like this:

15258450521856453974.jpg



But in game I don't see the banner, only the black/green image! (My character is a lord with his personal banner).


Thank you.

 
Kentucky James said:
Look at how armour banners are done in other parts of the game. There's a lot of code involved, just search for the word "tableau" for relevant snippets in the module system.

Ok, thank you.
 
This is what will house my bells:

1525867671-eglise1.jpg

1525867813-eglise2.jpg

1525867650-eglise3.jpg

1525867624-eglise4.jpg

1525867643-eglise5.jpg

1525867830-eglise6.jpg

1525867664-eglise7.jpg

1525867662-eglise8.jpg

1525486621-charpente.jpg

Based on several 12th-13th c. village churches. More for Bannerlord than Warband.
WIP, still a lot of work and adjustments to make. My biggest mistake was to start with a low res 1300x1300 stones texture that I can't change anymore now that the UVmapping is done.
 
Al_Mansur said:
This is what will house my bells:

1525867671-eglise1.jpg

1525867813-eglise2.jpg

1525867650-eglise3.jpg

1525867624-eglise4.jpg

1525867643-eglise5.jpg

1525867830-eglise6.jpg

1525867664-eglise7.jpg

1525867662-eglise8.jpg

1525486621-charpente.jpg

Based on several 12th-13th c. village churches. More for Bannerlord than Warband.
WIP, still a lot of work and adjustments to make. My biggest mistake was to start with a low res 1300x1300 stones texture that I can't change anymore now that the UVmapping is done.

Looks magic even with a low res stone texture.  :grin:
 
Al_Mansur said:
My biggest mistake was to start with a low res 1300x1300 stones texture that I can't change anymore now that the UVmapping is done.

Find or make a texture with the same tiling. Unless you're using some weird procedural shader, a bigger texture won't change where the seams are. Either way you should definitely scale down or up to a power of two because you can lose a ton of optimisation otherwise.
 
Al_Mansur said:
This is what will house my bells:

1525867671-eglise1.jpg

1525867813-eglise2.jpg

1525867650-eglise3.jpg

1525867624-eglise4.jpg

1525867643-eglise5.jpg

1525867830-eglise6.jpg

1525867664-eglise7.jpg

1525867662-eglise8.jpg

1525486621-charpente.jpg

Based on several 12th-13th c. village churches. More for Bannerlord than Warband.
WIP, still a lot of work and adjustments to make. My biggest mistake was to start with a low res 1300x1300 stones texture that I can't change anymore now that the UVmapping is done.

That looks very good. Nice job there.
 
Al_Mansur said:
This is what will house my bells:

1525867671-eglise1.jpg

1525867813-eglise2.jpg

1525867650-eglise3.jpg

1525867624-eglise4.jpg

1525867643-eglise5.jpg

1525867830-eglise6.jpg

1525867664-eglise7.jpg

1525867662-eglise8.jpg

1525486621-charpente.jpg

Based on several 12th-13th c. village churches. More for Bannerlord than Warband.
WIP, still a lot of work and adjustments to make. My biggest mistake was to start with a low res 1300x1300 stones texture that I can't change anymore now that the UVmapping is done.

Looks stunning Al Mansur!  :grin:
 
That church looks dope. If those screenshots didn't have the HUD, rock ground texture, and outer terrain, I wouldn't even realize it was Warband.
 
Thank you guys.

Here a some of my inspirations: bell tower, portal, global plan... Same region and architectural style as the church of Auvers-sur-Oise made famous by Van Gogh.

I have slightly bevelled most of the hard edges, one of the keys to realism. I've perhaps exagerrated at some points.
As a result the whole model has already 100k triangles. Without its interior which will be even heavier with all its vaults, capitals, etc. Making lods of the model would take ages, much longer than modelling itself.
Anyway I'll make different versions: a full one with both exterior and interior, one interior alone and one exterior alone. Also, two modular versions at different degrees, so that people can build their own church.

Kentucky James said:
Find or make a texture with the same tiling. Unless you're using some weird procedural shader, a bigger texture won't change where the seams are. Either way you should definitely scale down or up to a power of two because you can lose a ton of optimisation otherwise.

The problem is that I've built my texture from this base (1600p large actually).
I can get a high resolution version of it and remake my texture trying to get the seams at the exact same position, very tricky but necessary because the UVs' disposition is the most important thing within my model.
Otherwise I've already scaled it up to 2048x :wink:

I hope to finish the church before Bannerlord comes out.
 
Very nice.

Something is off about the geometry, I think it's too clear cut to a point of looking unnatural, it'd benefit loads from having small irregularities here and there.

But apart from that it's a damn fine job, congrats!
 
Glad to see that you like it.

SacredStoneHead said:
Very nice.

Something is off about the geometry, I think it's too clear cut to a point of looking unnatural, it'd benefit loads from having small irregularities here and there.

But apart from that it's a damn fine job, congrats!

Absolutely right. Once the architectural part is finished, I'll add a lot of irregularities everywhere, even broken stones at some points.
Talking about that, I already spent time distorting the bell tower roof and its frame:
1525993170-toit.jpg

1525486621-charpente.jpg
I was kind of proud of the result in Wings, but it is barely visible in game unfortunately. So next irregularities will be more marked.
 
I think your normals are all messed up. It's hard to tell exactly, but some flat surfaces like the buttresses look "rounded". bevelling an edge at a 45 degree angle without either splitting the edges or setting them as hard will mess up the edge smoothing, and a cube might end up with the shading of a cylinder, for example. However it could just be wings 3D being a total idiot with its weird edge smoothing/splitting export settings.

You can try bevelling edges like this. It produces much more predictable results and doesn't affect the normals of the main faces.
018-subsurfdemo2.jpg
 
I usually split the bevelled edges, but this time I decided not to do so in order to save some polys. I am actually fine with the result. I don't see what's wrong with that in the in-game screenshots. Could you show me precisely?

If you are talking about those two last Wings screens, the lower buttresses that we see there have a real architectural bevelling, as it often happened in gothic architecture. Also, Wings has a bad rendering.

Btw, the normal map is a rather bad placeholder. I plan to turn the material into PBR for Bannerlord.

Thanks for your advices.
 
Have a look at the model with no textures and you'll probably see what I mean. I can spot a little of it in the warband model too, so it's not just wings.

doc-10.png
Bevelling an edge at 45 degrees will affect all of the faces around it. Normals are calculated per vertex, hence why edge splitting generates two verts per node.
 
I've just tried it, and you're right, it looks much better with splitted edges. You have the eye. Thank you.
So, with interior, further irregularities and splitted edges, I think the model will reach the 400k triangles!
 
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