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#1
Nagual

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As i should have time to create some content,i start a topic.

 

So for presentation i mainly mapped on nwn 2 for different french persistant world.

 

You can check some screen here,old blog btw not renewed since a long time.

http://forge2d3d.blo...ron-engine.html

 

I draw a little bit too,even if learning all those 3D program don t let me so much time to do so actually.

http://forge2d3d.blo...-post_5306.html

 

I have a damn lot of unfinished placeable content for nwn 2,mainly cause i wanted to learn a lot more about texturing.This should be fixed in the next month coming..(have no screen to show as uppix.net closed deleting all my image :') .)

 

By the way i'm going to map a little for another french pw "la cote des dragons".

The first goal will be some dwarf city tought as a dungeon (i mean not a city for playing caracter)

 

So i m actually doing some sketch trying to find some easy architectura,mostly big wall and column.Chamfer or not..that is the question!)

 

153.jpg

 

I try too to learn to build hight poly caracter to later give a try for rigging,animation ect..but this will be put on the side for a moment as i m still not very easy with the tool..(here i wanted at start to rethink half orc head)

 

154.jpg


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#2
PJ156

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These look good. There was an OP looking for alien structures a while back which your dwarf walls might suit well.

 

I look forward to seeing the textured stuff :)

 

PJ



#3
Nagual

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yes some part seems a little "futuristic" like the bridge or the wall.I wait to see the render with rock/steel/bas-relief on it hoping it will give the right ambiance.

 

I just made a very quick test to check back one of the seamless texture pipeline with high poly model.

So i made a rock just trhowing some edge,then used some noise on it.

Then i projected the rock many time on the zbrush layer,using the ability to translate thing on x and y to make it seamless (as in photoshop.

Then i put the normal map material on it and throw that in Crazybump to check the render.I used a full neutral diffuse map (just plane rock pigmentation).

 

It s just a test so some rock placement are badly made,and i haven t detailed the rock,added cracks ect. (less than 40mn work)

The screen are from Craybump preview box with different light orientation.

 

wanted to show that just to illustrate how you can get really nice volume that way compared to "picture to normal map" usual pipeline;(btw seems some angle are even too sharp.)

 

204.jpg

Btw i'm asking myself when they will do casting shadow on texture using the height map,or normal one.Seems they jumped directly to tesselation but it s really heavy.Well..



#4
rjshae

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Nice work! Are you going for an Orzammar look with your architectural style? DA:O had some of the best Dwarven themed settings I've seen.


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#5
Nagual

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Actually as i din t had clear idea where to go i took a look around the net and pick idea on different things,Orzammar is one of them,lotr another,some sculpt too.We will see what emerge from this.

Btw as i said it s for a "dungeon map" so i won t go with a lot different house and structure.

It will be mainly big wall with entrance/column/one forge/one king palace i think.(and little things around like bridge,statue)

I m busy for one day or two then i will start to incorporate things on a map to test some lvl design asap and see what i need exactly,wich problem i will run into.

 

Speaking of those moveable texture made me think it should be easy to make some melting steel channel/fall.Should ad a nice touch.



#6
Hellfire_RWS

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Very nice work. Love the dwarf pieces.



#7
rjshae

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The one Dwarven themed tileset I've encountered in the past is the Dwarven Halls set for NWN. It had some decent elements, and I borrowed one of the wall themes for use as placeables. There's room for improvement, of course; the elements have that NWN blockiness and the textures could still be improved upon. But it's pretty decent for being NWN.

 

1114981526fullres.jpg

 

I'm looking forward to seeing what you come up with...


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#8
Nagual_NWN

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Actually it seems really nice for nwn 1.I need to find some dwarven rune to make something with.

After running into a lot of mater,seems i actually can grab the information from my HP object to the LP one mostly correctly..and keep something mainly seamless.So i started to do some alpha to use on the pillar.

 

http://www.image-sha...g-2748-111.html


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#9
rjshae

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There are some Futhark runes here, if you're interested. (It's a NWN DDS texture, so you'll need to convert it with DDSTools, for example.) There's also the Cirth alphabet graphics on Wikipedia.



#10
4760

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I also used some runes textures on the buttons I made in the animated placeables pack. They're already in the NWN2 format obviously.



#11
Nagual_NWN

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Thanks i will go for cirth alphabet as i need black and white to do my alpha.The idea is when you make an alpha you can draw it pretty easily where you want it on your hight poly model with different extrusion.

But i saw you know to animate placeable,is it hard to make animate door?I m going to use the sunken ruin one for usual entrance but i will need to do special one.



#12
4760

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No, it's not difficult, but you need to have 3ds max 6, 7 or 8 and the Expotron plug-in, both being near to impossible to find... But if you send me the files, I'd gladly make the animation for the door.

#13
Nagual_NWN

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Thanks,as soon a have made them i will inform you.I have already so much to learn i don t want to jump in animation atm.

 

Today i make some try on specularity as i think i will go for half metal and stone structure.

 

I had a great tutorial on this i will try to find back that show well you what can be done if you don t stand on a simple black and white version from the diffuse.(what i ve done in the screen.)

 

http://www.image-sha...g-2749-153.html

 

(i can t use image extension on that account :/ i could on stolen previous one..)

 

the tutorial



#14
Nagual_NWN

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Back to those Dwarf..

 

96m.jpg

 

Still not satisfied with the specular,but it will go for the moment..


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#15
Nagual_NWN

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Looking at my map (exterior),i may try to make some simple tileset;meaning two floor (one square one triangle),both at different high (around 4),no wall,no roof that i will dress directly with my placeable.

There is way to much useless polygone on the exterior,i don t have hand on floor texture size (i mean the repetition,not the pixel) ect ect.

 

You see any matter going that way?(i never worked on a tileset,so i m not sure about limitation i could encounter.)



#16
rjshae

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I'm not completely sure I understand what you're saying, but why not just do the small two-level map using an exterior area?



#17
Nagual_NWN

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Mostly for optimisation,i will never use the exterior ground outside plane part (maybe some relief for gravel ect but i can do it placeable like the sunken ruin one)It s 4 different level in fact (with each a square and triangle) and an full open space i need.If i coud erase ground like you can on most engine that would nt be a matter.

 

I can t use the non walkable part and on a 24/20 map that means a lot of uselless poly and they are hidden by wall.

 

I can t align properly the ground texture to the pillar as on that engine you don t have hand on that.(and dwarf would nt allow that ! it break the geometry ^^)

 

All the poly gain i will get could be used for adding detail and stuff,like ..bier barrel..bier barrel and bier barrel (and few other things >_>.)

 

I work on a pw so map space is still important.

 

Btw most adjustement to fit to interior square will be absorbed  on simple part using a tileable texture,so it won t be hard to have a set for exterior if someone need it as it s really simple to adjust and unwrap.

 

May be i haven t well understood the second parts of your sentence (not one english native),btw i have to go...administrative fail to repair today..



#18
rjshae

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n/m



#19
Nagual_NWN

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I was adding my pillar to a simple XXXX floor,adding C2 and C3 for it..you don t have blok LOS option for tileset?It s only for placeable?

Is there a true gain putting the pillar directly on tileset mdb or if i put it as placeable on a clear floor it will be similar?

 

Edit:Nvm,it block LOS,it s just that when you are close the npc appear black,if you move few metter away(but still in range of sight) it disapear



#20
Nagual_NWN

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Almost ended the ground texture,lost some hair until i understood nwn2 must override the material specular setting for ground texture in tileset.So there will be some hardword to have all the texture cohérent at the end.

Btw if someone know the setting they use..

 

As there is only 4 stone,it should be tileable in every direction in the end so i can break repetition by turning the tile.

 

204m.jpg

 

Maybe reducing the normal strenght a little or some ankle will break...and adding few gravel.


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#21
rjshae

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Almost ended the ground texture, lost some hair until i understood nwn2 must override the material specular setting for ground texture in tileset. So there will be some hardword to have all the texture cohérent at the end.

Btw if someone know the setting they use..

 

Perhaps the Ground lighting setting for the area?



#22
Tchos

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Almost ended the ground texture,lost some hair until i understood nwn2 must override the material specular setting for ground texture in tileset.So there will be some hardword to have

Maybe reducing the normal strenght a little or some ankle will break...and adding few gravel.

 

Definite agreement on the normal strength.  I hope you figure out the specular, because I think that would create more attractive texture than normal mapping.  If I had to speculate on the specular, perhaps it has something to do with the size of the polygons making the floor?  I know lighting gets strange if the polygons are too large.



#23
Nagual_NWN

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I think it s more about premade value.I tried different polygon cut and it doesn t change anything for me.

 

Btw i was working on the tile variation,mostly heigh and i encounter some matter.

I had 3 lvl of heigh and it seem that up a limit,the camera is no more stopped by ground (i could ad a C2 mesh but for simple ground XXXX it s not usually used on other tileset),and under one (seems less than -5 as heigh) you can t put object easily and need to use arrow to move them.

 

Edit: up +4 the camera go through the floor (tried +5/+8+12+20)

Under -5 you will need to be really patient to put placeable..

 

Edit 2: So i  made first floor at heigh 4 second 0 and third -4 and finally the "hole" at -14..then i discovered my placeable were disapearing when moved through the hole with mouse..and where going to -10000..where the hole W is gone i don t know why....  -_- The plane with texture him is well showed at -14,so i think i will just bring back the W mesh to -4/-5 to fix it. as it is unwalkable btw...



#24
Nagual_NWN

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Just in case,the DM tech from the pw i do some maping for has some mater with tag resref ect making some bug,like all npc and player getting invisible ect.

He did like to know if there is a tool made to check all resref/blueprint/tag on a module or on map..

He think it come from using maj or different caracter not readed like - * é ont thos resref and other name.

 

If anyone know about this.



#25
Nagual_NWN

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Someone has any file/documentation with all the interior limitation?

I tought it was possible to work a tile at a heigh of 4 but it seems that the C2 collision mesh doesn t work past 4.I tought to turn over using SKG collision helper but it s same for placeable,like after an invisible roof nothing more is calculated...

I get really bored from that editor.

 

Maybe after hour past to make this a tileset i will just go again for exterior....idk.