Enter the catacombs
#151
Posté 16 octobre 2014 - 06:52
#152
Posté 19 octobre 2014 - 09:49
You get far way better volume using zbrush to make your texture.Honestly it s day and night.Using your diffuse in traditional way give lot of error (shadow as a hole for example,or just cause you changed color on the surface it detect a heightness variance) and miss lot of volume even if you have way to correct things but with a lot of effort (using black and white gradient for example and mixing normal map).Zbrush will use true volume to get normal map.(X normal too using ray casting)
The interest of zbrush is mainly to get information from a hight poly mesh to a low poly one correctly.
Here is some test i made,honestly i have just fun making move light around sometime.
All are 1 poly object.
Darkest gray one is an old version..had to correct the circle part that didn t take enought light.
Give it a try and see by yourself btw.
Some nice tutorial too mixing lot s of technics http://www.philipk.net/tutorials/materials/materials.html
- PJ156 aime ceci
#153
Posté 21 octobre 2014 - 01:30
Those are nice looking textures.
PJ
#154
Posté 21 octobre 2014 - 02:44
zbrush is very pricey for a program I'd not be likely to use much. Is there an open source alternative?
#155
Posté 21 octobre 2014 - 03:31
I tought i saw some hight poly modeling sculpt made with blender.
Edit:here it is
Scuptris is free i think,seems it is to zbrush what gmax is to 3ds.
Xnormal to bake hight poly mesh to low poly one is free.
Edit 2 sorry for the intrusion in your post btw..should have started one on those program.
- rjshae aime ceci
#156
Posté 21 octobre 2014 - 07:44
All are 1 poly object.
to be technically precise a quad consists of 2 polygons. game engines do render tris only ![]()
@rjshae: as nagual said scupltris is free and the easiest to use. anyway, i would also suggest blender. it's free, very powerful and you already work with it.
#157
Posté 21 octobre 2014 - 08:00
Yeah, I really should set aside some time to learn more Blender functionality. Been too busy porting stuff as that's generally more efficient use of time...
Thanks.
#158
Posté 29 juin 2015 - 08:52
I'm just taking a little break, don't worry, I'm still following closely what's happening on the forum
@nagual : interesting textures, but I'm not sure making my dungeon floor with zbrush would be very poly efficient ?
Hello Callister68: Is there any chance you're still working on this? It'd be a shame for it never to be released.
#159
Posté 29 juin 2015 - 09:07
Hello Callister68: Is there any chance you're still working on this? It'd be a shame for it never to be released.
Callister68: Last Active Oct 16 2014 03:12 AM
As I've said before, it's a good idea to give someone else the "keys to the castle" in the form of a link to download your online backups for content projects in case you get hit by a meteor.
#160
Posté 29 juin 2015 - 10:35
Callister68: Last Active Oct 16 2014 03:12 AM
As I've said before, it's a good idea to give someone else the "keys to the castle" in the form of a link to download your online backups for content projects in case you get hit by a meteor.
Agreed. Also, I don't know about others here, but I always get email notifications when someone sends me a PM, but I almost never get one when someone posts in a topic to which I'm subscribed. Does anyone else? If not, perhaps asking him directly again would be better.
#161
Posté 02 juillet 2015 - 07:12
If not, perhaps asking him directly again would be better.
No luck there, unfortunately. Unless Callister68 wanders back some day, it seems this work is unfortunately lost. I hope he's okay.
#162
Posté 17 juillet 2015 - 01:03
Hello,
sorry for being absent for so long ![]()
Just a little update about this project, to say that the catacombs tileset is now released ! Hope you'll enjoy it ! ![]()
Edit : just spotted an issue with the placeables, the file will be available again soon...
- PJ156, rjshae et andysks aiment ceci
#163
Posté 17 juillet 2015 - 01:24
Really good news Calister,
Good to see you back. The tile set looks awesome, I'm looking forward to playing with it.
PJ
#164
Posté 17 juillet 2015 - 01:56
Fantastic! Thank you, Callister68. It's good to see you back.
#165
Posté 17 juillet 2015 - 04:56
Thank you for this fantastic addition!
#166
Posté 17 juillet 2015 - 05:05
Thanks a lot Calister, that tileset will sure be used in my campaign!
Note:
This tileset uses the same range as the Dungeon tileset ("DU", lines 252 and 253 in metatiles.2da). I just moved the tomb metatile to line 254 to be able to use both in the same campaign.
#167
Posté 17 juillet 2015 - 05:56
Thank you for your comments !
4760 : are you sure ? I just checked the dungeon metatiles.2da file, and the two metatiles are using the rows 250-251. The Catacombs metatile is using the row 252, so it should be ok, unless I missed something.
#168
Posté 18 juillet 2015 - 01:29
Thank you for your comments !
4760 : are you sure ? I just checked the dungeon metatiles.2da file, and the two metatiles are using the rows 250-251. The Catacombs metatile is using the row 252, so it should be ok, unless I missed something.
This is what I have as well in my tileset compilation. The dungeon metatiles were 205-251, and the catacombs metatile is 252.
#169
Posté 18 juillet 2015 - 01:53
The tiles don't support tinting/retexturing. I'm going to have to set that up unless you plan to. Each of the texturetiles 2das will have line 751 reserved.
#170
Posté 18 juillet 2015 - 02:29
I found a conflict, Catacombs uses the CA identifier, which is used by Crypt Aqueduct (crypt aqueduct expands the Crypt tileset to a multi-level tileset). I can't find Crypt Aqueduct on new vault, it was part of my initial tileset project release I don't have it in my additions notes as it was released prior to my releasing the tileset project.
Hmm....
- PJ156 aime ceci
#171
Posté 18 juillet 2015 - 05:52
The tiles don't support tinting/retexturing. I'm going to have to set that up unless you plan to. Each of the texturetiles 2das will have line 751 reserved.
Ok, thank you for your work.
And for the crypt aqueduct... well, I've never heard about this one ![]()
#172
Posté 18 juillet 2015 - 05:57
Calister,
For the other tile sets with placeables I have split the placeables out to put into the cornucopia. Are you okay for me to do that with these?
PJ
#173
Posté 18 juillet 2015 - 06:11
Calister,
For the other tile sets with placeables I have split the placeables out to put into the cornucopia. Are you okay for me to do that with these?
PJ
Yes, of course, no problem ![]()
#175
Posté 18 juillet 2015 - 10:49
Good to see you again, and thanks for these releases. ![]()





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