Re: paleologos workshop link
Sorry Mate, been busy on several things :blushing:
I know your work for a while and it is great. I especially like the rope texture (for peasant models) and clothes folds. There are really good.
From my opinion, faces and some clothes textures need a bit of improvement.
- Faces: as mentioned by TOG, try to use a texture without any "light" effect. That will improve the final result in game.
- Mail armor: they appears a bit too bright for my taste. from the last link, first pic, they look like they have been polished with wask. Improving the alpha channel should solve the problem. Some helmets look also very bright (but that might be me being too used with Kahvipannu models which are darker :tongue:).
- Clothes: the European peasant headgear texture looks too "flat". For these, some work on the normal map might add some more "relief". Have a look on the tutos made by GeMiNi][SaNDy (especially the one about normal map with several layers). They're great and very useful.
This is just my thoughts. But I hope it helps you. Once again, it doesn't remove the quality of your work which is really good :thumbsup2
Re: paleologos workshop link
Many thanks mann for your response.
Quote:
Originally Posted by
Lifthrasir
- Faces: as mentioned by TOG, try to use a texture without any "light" effect. That will improve the final result in game.
I know what you mean and I understand why all too well.
And I do try to find photos of faces with no highlighted or darkened/shadowed areas.
And even when I do I process them to make them look as even lighted as possible.
Thing is, most of the faces I use are of actors and models and you can guess how difficult it is to find a photo of a movie star that doesn't show the effects of a paparazzi's flash.
Still, with what's in all most of the faces that do show light effects they show them because of the texture map and SS lighting arrangements.
I can't help those but I can reduce the scale of the normal map filter for the faces part.
Quote:
Originally Posted by
Lifthrasir
- Mail armor: they appears a bit too bright for my taste. from the last link, first pic, they look like they have been polished with wask. Improving the alpha channel should solve the problem. Some helmets look also very bright (but that might be me being too used with Kahvipannu models which are darker :tongue:).
Well, about the mail, it looks different when you are actually playing the game than in screenshots.
You can't really see how the reflections are moving around as the surfaces tilt and turn.
Still it is hugely a matter of preference and I think kahvi's textures are rather darker than realistic.
Also, because of the nature of the metal reflections small alterations of the specular map lightness may result in very big differences on screen, not to mention that reflective surfaces look very different in SS under the different lighting conditions of morning, miday, afternoon and so on.
A texture must look accceptable in all lighting conditions.
Quote:
Originally Posted by
Lifthrasir
- Clothes: the European peasant headgear texture looks too "flat". For these, some work on the normal map might add some more "relief". Have a look on the tutos made by GeMiNi][SaNDy (especially the one about normal map with several layers). They're great and very useful.
I am guessing you mean the "Robin Hood" hats.
I don't have a dedicated area of the texture map for the hats except fot the wooven straw ones.
The rest are UV mapped on textures that are primarily intended for other parts of their clothing.
The "Robin Hood" hats are UV mapped on the tights hose textures, ergo they look rather smooth.
It's either that or no such hats at all.
Re: paleologos workshop link
Thanks for the explanations. That's true that there can a difference between pics and real look in game. My comment is really about that mailed unit standing on the wall. But as you said, it might look different in game.
About the faces, why don't you use some ressources from the workshop? It should make things easier for you.
Re: paleologos workshop link
You're productive these days Paleologos :tongue:
Very good stuff. Keep it up!!!
Re: paleologos workshop link
You are just on a roll right now; keep it going!:tongue:
Re: paleologos workshop link
Finally, some good new axe models. Great stuff. Keep going my friend :thumbsup2
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Re: paleologos workshop link
Thanks guys, the collection will not be complete for some time as there are severel axehead types to be modelled yet.
Attachment 333612Attachment 333613Attachment 333614Attachment 333615Attachment 333616Attachment 333617
And that's not even half of them.
Re: paleologos workshop link
I know exactly what you mean :laughter:
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Re: paleologos workshop link
Quote:
Originally Posted by
Blastoise Groudon
Great work as always.
Thank you sir and now I have a little more to show...
Re: paleologos workshop link
How did you make these latest additions?
Re: paleologos workshop link
Quote:
Originally Posted by
Blastoise Groudon
How did you make these latest additions?
What do you mean "how"?
Re: paleologos workshop link
I mean how did you organize everything? I apologize if I was confusing! :tongue:
Re: paleologos workshop link
No need to apologize but I still don't understand the question.
Have you done any modelling/skinning for M2TW models?
Re: paleologos workshop link
I have not done that for M2TW.