That's pretty genius right there o:Xanathar wrote:Wow, fantastic assets!
They probably complement well with the Cozy Dungeon's furniture too!
Don't know if this could help, but I made quite good atlas icons from models through this process:Carefully making icons and a dedicated graphic atlas
- Select some weird color in GMT as background color
- Open the model in GMT, rotate so that the view is nice
- Zoom so that the model covers as much area as possible
- Printscreen or snippet tool or other way to capture the image of the model
- Paste into photoshop or other editing tool, wand select the weird background and erase it to transparent
- Resize it so that it gets to 75x75 (or whatever the icon size is, I don't remember) - the resampling of this operation gives us nice antialiased borders over transparent
- Copy/paste into the atlas texture
[Asset] Adventurer's Food Supply 1.0 (Released)
Re: [Asset] Adventurer's Food Supply (Teaser)
"I'm okay with being referred to as a goddess."
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
- Message me to join in!
Re: [Asset] Adventurer's Food Supply (Teaser)
Thanks to all of you for the feedback !
I have followed your advice and tried to add normal maps. The various models have more details on them now !
I have a similar process but I take my screenshots with the 3dsmax rendering engine directly because I can save my shots in .png with transparency...
Also just a quick tip for you, before the resize step in photoshop, convert your layer to a smart object and then resize the layer.
You'll see an improvement in the definition of the icon. Using Smart object when manipulating a layer is a must use feature in photoshop, IMHO.
Hope this helps you too
Quick update :
As already mentioned, I have followed antti's advice and I am working on the normal maps for the objects.
All models looks a little better with more details but I have to rework some textures because the normal maps made some defaults from the diffuse maps pop out !
For example the corn models have a brand new diffuse texture because with a normal map added it made the model looks quite ugly or at least it looked strange.
I have still to rework parts of the bread texture too and I have also to tweak other models here and there...
So this is a good idea, the pack will look even better but It adds some more work to it.
I'll try to release this asap and I am still aiming for the end of the week with the current available models.
Screenshots will be updated in due time.
Thanks for the info.antti wrote:(...)FYI, even though the original items didn't have normal maps there's nothing stopping you from using them yourself since the items use the same shader as almost everything else in the game. You just need to add the normal map definition in the material.
I have followed your advice and tried to add normal maps. The various models have more details on them now !
Thanks Xanathar, it is always good to see the workflow of other modders just to check if some improvement can be taken from it !Xanathar wrote:Don't know if this could help, but I made quite good atlas icons from models through this process:
- Select some weird color in GMT as background color
- Open the model in GMT, rotate so that the view is nice
- Zoom so that the model covers as much area as possible
- Printscreen or snippet tool or other way to capture the image of the model
- Paste into photoshop or other editing tool, wand select the weird background and erase it to transparent
- Resize it so that it gets to 75x75 (or whatever the icon size is, I don't remember) - the resampling of this operation gives us nice antialiased borders over transparent
- Copy/paste into the atlas texture
I have a similar process but I take my screenshots with the 3dsmax rendering engine directly because I can save my shots in .png with transparency...
Also just a quick tip for you, before the resize step in photoshop, convert your layer to a smart object and then resize the layer.
You'll see an improvement in the definition of the icon. Using Smart object when manipulating a layer is a must use feature in photoshop, IMHO.
Hope this helps you too
Quick update :
As already mentioned, I have followed antti's advice and I am working on the normal maps for the objects.
All models looks a little better with more details but I have to rework some textures because the normal maps made some defaults from the diffuse maps pop out !
For example the corn models have a brand new diffuse texture because with a normal map added it made the model looks quite ugly or at least it looked strange.
I have still to rework parts of the bread texture too and I have also to tweak other models here and there...
So this is a good idea, the pack will look even better but It adds some more work to it.
I'll try to release this asap and I am still aiming for the end of the week with the current available models.
Screenshots will be updated in due time.
- JohnWordsworth
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- Contact:
Re: [Asset] Adventurer's Food Supply (Teaser)
I made an icon using a similar style (actually used the GMT but using the 3D modelling package would've been a better idea!), but also found that a 1px black stroke (centred) around the icon gave a really nice icon effect.
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
Re: [Asset] Adventurer's Food Supply (Teaser)
Custom assets are always a plus, and things like this give a dungeon some nice character.
Excited I am.
Excited I am.
BASILEUS
Re: [Asset] Adventurer's Food Supply (Teaser)
Thanks! Will try it next time for sure.Also just a quick tip for you, before the resize step in photoshop, convert your layer to a smart object and then resize the layer.
You'll see an improvement in the definition of the icon. Using Smart object when manipulating a layer is a must use feature in photoshop, IMHO.
Waking Violet (Steam, PS4, PSVita, Switch) : http://www.wakingviolet.com
The Sunset Gate [MOD]: viewtopic.php?f=14&t=5563
My preciousss: http://www.moonsharp.org
The Sunset Gate [MOD]: viewtopic.php?f=14&t=5563
My preciousss: http://www.moonsharp.org
Re: [Asset] Adventurer's Food Supply (Teaser)
These look great! Can't wait to get my adventurer's feasting like kings!
My slow going projects...
viewtopic.php?f=14&t=4538&p=59753#p59753
viewtopic.php?f=14&t=4538&p=59753#p59753
Re: [Asset] Adventurer's Food Supply (Teaser)
These look great, can't wait.
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- Posts: 29
- Joined: Fri Jun 29, 2012 1:47 pm
Re: [Asset] Adventurer's Food Supply (Teaser)
When I try to download on Nexus, it just says no files have been uploaded yet
Re: [Asset] Adventurer's Food Supply (Teaser)
Yes that's true !SharinaDarkstar wrote:When I try to download on Nexus, it just says no files have been uploaded yet
As the title of the thread mentions, this is just a teaser right now until I finish the pack completely.
Please be patient a day or two at least, I will release the pack as soon as possible.
Re: [Asset] Adventurer's Food Supply (Teaser)
It's easy to be impatient if you've been eating snails and boiled beetles for months!
Waking Violet (Steam, PS4, PSVita, Switch) : http://www.wakingviolet.com
The Sunset Gate [MOD]: viewtopic.php?f=14&t=5563
My preciousss: http://www.moonsharp.org
The Sunset Gate [MOD]: viewtopic.php?f=14&t=5563
My preciousss: http://www.moonsharp.org