Official 3D art thread - Warband

Users who are viewing this thread

Sometimes you want the specular map to be quite different than simply a desaturated diffuse. For example, if you're making scratches on metal, you would probably want the scratches to be dark in the diffuse but bright in the specular.

Another example would be grime and dirt, which you would want to darken on the specular separate from the rest of the texture.
 
Mandible said:
https://sketchfab.com/models/fc8a2963db7e4d1a99d618664981fef5/edit

Fixed your link: https://sketchfab.com/models/fc8a2963db7e4d1a99d618664981fef5

It feels like your normalmap's green channel is inverted in some places.

Really solid work otherwise.



Having fun with SSS:

29547346885_c64175f21d_o.jpg
 
Sherlock Holmes said:
When I saw the Seax and scabbard only have 626 tris... :eek:
Astonishing texture detail.

Thanks! I've made lods for them too. I try to be conservative with my triangle count.

beorning_seax_triangles.jpg


SacredStoneHead said:
Fixed your link: https://sketchfab.com/models/fc8a2963db7e4d1a99d618664981fef5

Thanks for that! Original post updated. I must have broken the link when I reuploaded the model.
 
Mandible said:
Sometimes you want the specular map to be quite different than simply a desaturated diffuse. For example, if you're making scratches on metal, you would probably want the scratches to be dark in the diffuse but bright in the specular.

Another example would be grime and dirt, which you would want to darken on the specular separate from the rest of the texture.

Good point about the scratches and dirt. Forgot that having these separated out in the PS file gave more options for the specular too.

And nice seax btw, love those little beehives :smile:. Did you work from a reference for this model?
Edit: Also, just checked out a video of the quixel suite program you mentioned, seemed rather nice. Would you recommend it for texturing?
 
Thanks. I based the design somewhat on this one: https://www.facebook.com/gullinburstiPF/photos/?tab=album&album_id=783068695064919 but as you can see it is only loosely inspired by it.

kraggrim said:
Good point about the scratches and dirt. Forgot that having these separated out in the PS file gave more options for the specular too.

And nice seax btw, love those little beehives :smile:. Did you work from a reference for this model?
Edit: Also, just checked out a video of the quixel suite program you mentioned, seemed rather nice. Would you recommend it for texturing?

Quixel is really great. I love the control and speed that I get when using it. They also just updated and created a library of physical scan data called Megascans, which is pretty cool.

It isn't perfect for modding warband because it's focused on current gen graphics instead of the OLD way, so you have to do some extra work to get the maps looking ok in Warband. For example, warband uses grayscale specular maps, so I have to include more of the color of metal in the diffuse texture instead. In PBR texturing, the metal texture for bronze would be pretty much pure black, which wouldn't work in Warband at all. As long as you know how the different rendering engines work, you can make it work for you.

Now that I don't have a lot of extra time, the speed factor is the biggest thing for me. Here is a boot that I am working on. I built the high poly and such yesterday and did about a half hour of texturing work today to get it where it is right now (excluding the fur, which I had done previously)
Ronya_progress_18.jpg
.
 
Hi
I have appointed material in zbrush for meshes ,and did render
and a bit of Photoshop :grin:
no textures

 
kraggrim said:
That is a nice boot :smile:. For lotr also?

Actually, no. That one is part of a contest entry that I'm doing for Reallusion. Link here if you feel like following along. http://polycount.com/discussion/174556/reallusion-character-design-philsip
 
Followed some blender tutorial, ended up with this. I didn't do it exactly in tutorial, therefore handle and some unexpected subdivided circles appeared even overlapping the general shape due to its oversized. (I still liked how the design changed with this mistake. Somehow it added details.)

MSs47.png

So much to learn. I love some tools this software has.

@Mandible, I loved the rest of your work with that character design. Beautiful style and that pyshic simulation with cloth looks awesome.
 
Back
Top Bottom