OSP 3D Art WEe's Helmets/Shields/Weapons (Yarr) [Updated 2.4.2013]

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Mmm. Got problems with renderin so I you won't see it ;_; In game pics however, you will see. Anyways, currently making a breastplate for hoplites.
 
mr.master 说:
Mmm. Got problems with renderin so I you won't see it ;_; In game pics however, you will see. Anyways, currently making a breastplate for hoplites.

at the moment i am working on bronze breatsplate to :smile:
 
mr.master 说:
D: Mind giving any tips? My breastplate doesn't look too good.

at the moment mine looks prety good
and if i have some lucky today i may finish height map for it
 
http://www.mbrepository.com/file.php?id=2779

Updated the file. Has everything Ive done so far for it. Including the new corinthian helmet, spartan shield, leaf blade, coolus c etc. Also has the updated module system lines. Hope you like it :smile:

 
Hope you like it
Oh yes we do :grin:

Could you please do some gladiator helmets next? Unless you don't want to or if you are busy that is. Not pressuring you :wink:
 
I probably will do when I have time :smile: Quite busy with my mod + other stuff. But when I have time, Ill give it a shot.
 
OK this time i have watched your pack to
so i can say something about it now

i may say i like hoplite sword diffuse map and spectacular to but normal map is to week - i cant even say that your render program even can react in it
the model of this sword is pretty good except the handsome end - it has a bit to much triangles (no ideas what you did here)
also  your umping looks a bit to big so in some places like in mirror planes i see like a white lines

now about Corinthian helmet - the model looks really nice - i mean the geometry  but on the top it looks like you haven't anything else what to do slept on "s" key for a while also thing with must protect nose have the same problem to
inside could use a bit less triangles to
uvmapping looks pretty bad - i may only recommend unfolding for things with will be or is mirrored that will work a lot better than projection
also normal map can be a bit stronger
by the way when you do normal map don't leave background light cause normal your normal map plugin it recognize like extra  high thing so around every uvmaped thing right now normal map is inverted in other places with is in uvmaped territory's far from white color it is good
now about plume - 1 thing to much triangles
planes must be orientated that it can hide something (like what is inside of plume)
in your way it looks just like you  thought it will hapends when you double triple .... planes number - but that didint worked

about sulka(feathers) - i may not recommend use foto textures especially when you know today how to use lines painting - painting thing like that don't take much time especially when you have reference

about gallic_a1-matterial side- you know when you doingsomething with 3d effects )like bewel)you must be sure with direction light going (at the moment i don't recommend it use at all )

catapartac - chain mail texture is absolutely terrible i may only say you need bigger sheet for it or something like that
also the model in nose place isn't realistic at all

armet_w_neck_protector - the triangle number reached your pack record  - you have added so much triangles here that latter you cant even control your uvmaping so it is a lot of places where texture looks bad - i may only say that your lod1 of this helmet even looks a bit better

galic_a the end with protect neck - when you painting lines i recommend you to have triangulated part of model then you can paint it better and it will look more smoothed (painting lines is such places is pretty big deal and you need a lot of practice)

ok and on the end - you know when you doing lods it must at least have a normal mesh not like most i can see (at the moment probably even a single plane with picture could look a bit better than some of your lods)

and some of your metal helmets with i didnt mention looks really good - except the normal maps of cause :smile:

ps: sry for mine english hope you can understand something what i sayed





 
rgcotl 说:
OK this time i have watched your pack to
so i can say something about it now

i may say i like hoplite sword diffuse map and spectacular to but normal map is to week - i cant even say that your render program even can react in it
the model of this sword is pretty good except the handsome end - it has a bit to much triangles (no ideas what you did here)
also  your umping looks a bit to big so in some places like in mirror planes i see like a white lines

now about Corinthian helmet - the model looks really nice - i mean the geometry  but on the top it looks like you haven't anything else what to do slept on "s" key for a while also thing with must protect nose have the same problem to
inside could use a bit less triangles to
uvmapping looks pretty bad - i may only recommend unfolding for things with will be or is mirrored that will work a lot better than projection
also normal map can be a bit stronger
by the way when you do normal map don't leave background light cause normal your normal map plugin it recognize like extra  high thing so around every uvmaped thing right now normal map is inverted in other places with is in uvmaped territory's far from white color it is good
now about plume - 1 thing to much triangles
planes must be orientated that it can hide something (like what is inside of plume)
in your way it looks just like you  thought it will hapends when you double triple .... planes number - but that didint worked

about sulka(feathers) - i may not recommend use foto textures especially when you know today how to use lines painting - painting thing like that don't take much time especially when you have reference

about gallic_a1-matterial side- you know when you doingsomething with 3d effects )like bewel)you must be sure with direction light going (at the moment i don't recommend it use at all )

catapartac - chain mail texture is absolutely terrible i may only say you need bigger sheet for it or something like that
also the model in nose place isn't realistic at all

armet_w_neck_protector - the triangle number reached your pack record  - you have added so much triangles here that latter you cant even control your uvmaping so it is a lot of places where texture looks bad - i may only say that your lod1 of this helmet even looks a bit better

galic_a the end with protect neck - when you painting lines i recommend you to have triangulated part of model then you can paint it better and it will look more smoothed (painting lines is such places is pretty big deal and you need a lot of practice)

ok and on the end - you know when you doing lods it must at least have a normal mesh not like most i can see (at the moment probably even a single plane with picture could look a bit better than some of your lods)

and some of your metal helmets with i didnt mention looks really good - except the normal maps of cause :smile:

ps: sry for mine english hope you can understand something what i sayed

1. Thanks :smile: Yes, the hoplite swords normal map is too weak. Ill do a better one.

2. Not entirely sure what you mean now. Expect that the uv mapping is bad, and moar triangles inside.  I cut the model in half, and then uvmapped and then mirrored the model. Yes, the nrm map could be a tad stronger.
Thanks for the tips :smile:

3. Yes, the plume has too much triangles. I'm still learning to do proper plumes :razz: But thanks for your tut and tips. They helped alot.

4.Yes, I did it before I learned to do proper plume texturing. I wont use photo textures anymore.

5. Yes I need to still expirement with 3d effecting. Not my most strongest part right now.

6. Yes, the texture is awful. Ill replace it with a better one. Yes, the nose is not realistic either. Need to fix it.

7. Yes, the helmet had some problemos. But I wouldn't say it went that bad, though. Yes, the lod1 looks better on some places.

8. Yes the gallic a lines are quite bad. I need more practice on them. Besides, the helmet is a tad WIP still.

9. No sure what you mean by the lod things? I used open brf's own lod computation.

10. Thanks mate :smile: Normal maps are not my speciality, but Id personally say that most of them are good though. Of course, thats just me lol.

I understood most stuff you said. Just a few parts that I didn't. :razz:
 
You absolutely need to unify vertices before computing lods. Right now they're fragmented, so what you want to do is go to Settings -> On import meshes -> merge vertices and pos. I compute lods after that and manually adjust coordinates in Wings (which is why the lod looks better than the original :razz:). You should remove the extraneous BRF btw.
Also, where are the shields?
 
Grunar 说:
Need moar  :shock:!!

Anychance you'll do these helmets?

helmet.jpg

Odd, I'd never seen this picture before. :eek:
 
Cool. Thanks. Fancy, too, thought that's not entirely what I meant when I said I hadn't seen it; I meant I'd never seen it in the post I quoted it from. :razz:
 
http://www.mbrepository.com/file.php?id=2779

Added a few new axes, lods for all stuff If I remember correct.

item_kinds1 lines for all items too.
 
2 New helmets done, third one coming. One byzantine helmet which I found lying around in warbands resources. I just re-textured it. Then, I made a sugarloaf helmet.
 
D: I tried unifying the vertices, but they still mess up.

Made this today. Yes, it has the ugly seem, I need to fix it. Otherwise, I think it's quite fine :3
new_helmet.PNG
 
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