Official 3D art thread - Warband

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Yeah 5-6 different meshes though I wasn't sure if it would be more effective because the game would have to load the same 2048 by 2048 texture for each helmet in the game and that would bog down on the available memory. The other idea is to make a 512 by 512 texture for each mesh so that image file loaded won't be as large per mesh in the game.
 
Slytacular @
combining different items on a single texture sheet is not a bad idea.
But you need to have an idea of what kind of items you are going to combine as if it is 4 helmets from the different factions it serioslly wont give you any advantage, but if it is 4 helmets of the same type unit then in some situations you might win some performance.
But as always here is a lof of factors as for example you probably have 3 maps (normal diffuse and specullar) if your helmet would be bronze and iron based then you will get one more diffuse (and if only one helmet of 4 should have bronze version) then it is already a lost

mostly times i am combining such things like shileds with uses the same inside,
but looking from the other side if only 1 shield would be on the texture sheet, then all patterns could use only 1 normal map for all shields.
So working with the combinations is a lot of thinking and a lot of different situations and if you want to win something here you have to start doing tests and count.
 
Okay, I think I will proceed to create the 2048 by 2048 texture sheet because I am only using one type of metal and the purpose of these helmets are for one faction and its units. Thank you for the information, rgcotl and jacobhinds! The reason I would fit six helmets on a 2048 by 2048 texture sheet is because I've recently discovered how irritating and evil MIPmaps are, and that I enjoy drawing all the cute little rivets.
 
Artizan said:
sonyer said:
Some advice??
which program do you use? if that's zbrush, do you make the base mesh in that too, or somewhere else and bring to sculpt?
I use Zbrush and for the base Wings3D the easyst.
Adorno you are right the rendering is the ptoblem cause I dn,t know exactly how to use it.The material is used metal in Zbrush.
 
I would like to receive some harsh insulting criticism from my favorite artists whom lurk in the Taleworlds forum. The purpose of this model is for a Total War mod. The helmet is based off this Norwegian Kettle Helmet:

http://www.vikverir.no/ressurser/hist_mus_oslo_no_medieval/?dir=&page=2

Here is the product!

https://p3d.in/FvFj1
 
Slytacular said:
I would like to receive some harsh insulting criticism from my favorite artists whom lurk in the Taleworlds forum. The purpose of this model is for a Total War mod. The helmet is based off this Norwegian Kettle Helmet:

http://www.vikverir.no/ressurser/hist_mus_oslo_no_medieval/?dir=&page=2

Here is the product!

https://p3d.in/FvFj1

I think a lot of of geometry is wasted at the lower end of those leaf shaped parts.
And too much gloss for my eyes.
More knowledgable people will probably give you more and better critique.
 
Slytacular said:
I would like to receive some harsh insulting criticism from my favorite artists whom lurk in the Taleworlds forum. The purpose of this model is for a Total War mod. The helmet is based off this Norwegian Kettle Helmet:

http://www.vikverir.no/ressurser/hist_mus_oslo_no_medieval/?dir=&page=2

Here is the product!

https://p3d.in/FvFj1

Looks like a bucket or a cauldron if you turn it around  :grin:
derpderpderpderpderp.png

Also, I believe it would work better if you change the mesh a bit, as shown below. It should prevent shading issues, like they can be seen on the left side.
derpderpderpderp.png

The spike on top could use some work too, looks weird currently. And those ?rivets? look odd, way too dark.
 
Darn. I spent all day texturing that helmet. Thank you for the criticism! I'm still very novice to making normal maps and I am wondering if anyone knows a good normal map tutorial for this kind of work?
 
Slytacular @
1)it is hard to make nice looking leaf shape with the low poly geometry (unless you use a lot of polys for that purpose)
so it is sometimes better to do noting
2) normal map of the helmet looks unfinished there is a lot of edges with mainly had no efect (i know it is not easy to do baking on the edges but more you try more you learn)
3)top spike on this case looks like have nothing to do with the model
a) it has higher resolution (for no reason in this case as it dont adds any smooth and any detail)
b)it has no normal map with might support the model or add any kind of idea what kind it is
c)it has no shading so we might guess that it is separated model
4)you could check how other artists doing the helmets and how they deal with the decoration things as sometimes it is just plain normals but sometimes it has geometry support (at the moment i just could say that even with the same poly number helmet might look way smoother than you currently did it)
 
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