MONSTERS by LEKI (CLOSED)
Re: [SOURCE] MONSTERS by Leki (7th April: Skeleton Warrior:
I hope this upgrading will not made these models slow down the engine down. I have played outdoor level from odinsballs and altough its wonderfull its unplayable due to the technical problems (and trust me I have quite solid computer
- odinsballs
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- Location: south of heaven
Re: [SOURCE] MONSTERS by Leki (7th April: Skeleton Warrior:
nah don't worry the slowdown on my exterior work was not due to textures but some of the trees were to heavy (nuthin wrong with textures so long as their not un necesary large) and b.t.w. i'm improving my exterior work also framerate has already improvedDrakkan wrote:I hope this upgrading will not made these models slow down the engine down. I have played outdoor level from odinsballs and altough its wonderfull its unplayable due to the technical problems (and trust me I have quite solid computer
also the particular cullprit in my exterior work was not only certain models but also the shitty way log lightning can react to certain settings something i hope will be improved for log2
Re: [SOURCE] MONSTERS by Leki (7th April: Skeleton Warrior:
Well, to be clear what it means do higres texture:
I have model source what I like. It means model (mesh) and texture. To create LoG custom model (monster or other object) I usuall must optimise source mesh. For example odins ghoul is over 10K polygons. It's a lot in my opinion. I prefer meshes around 5K, max 7K. But ok - I worked on ghoul to test it and it works. I guess that game engine does not have problems with geometry and polygons. Problem is with light. Too many (or badly placed) lights = low FPS. But still. I preffer 5-7K polys models. It means that I work on models to get this polygoncount. Then I create skeleton and skin for a model. It's easier to skin low poly model that high poly. Also exporting of 5-7K models is significally faster than exporting 10K+ polys model.
Then I work on texture. Usually I can use the same texture as source has, because I do unvrap on the same way - Head on head, hands on hands etc. But If the source is for example 512x512 and grimrock standard is 1024x1024, you can see, that simple resize of source texture is not enough. You can see "pixelate effect" or source style which does not match LoG style. For example beholder was too colorfull etc.
So - Bowman texture. Here is the source materials. Show spoiler to see it. It's WIP 1024x1024, based on the 512x512 source. You can see artifacts (blue color in brown etc). When I asked for new one = Create new texture based on this UVW - not only resize source and use filters etc. It's a lot more work on it and you also need a model
So maybe the best way is that I will publish this one and then you can improve it and paste it here - then I can update nexus file with the new one aka v2.0
I have model source what I like. It means model (mesh) and texture. To create LoG custom model (monster or other object) I usuall must optimise source mesh. For example odins ghoul is over 10K polygons. It's a lot in my opinion. I prefer meshes around 5K, max 7K. But ok - I worked on ghoul to test it and it works. I guess that game engine does not have problems with geometry and polygons. Problem is with light. Too many (or badly placed) lights = low FPS. But still. I preffer 5-7K polys models. It means that I work on models to get this polygoncount. Then I create skeleton and skin for a model. It's easier to skin low poly model that high poly. Also exporting of 5-7K models is significally faster than exporting 10K+ polys model.
Then I work on texture. Usually I can use the same texture as source has, because I do unvrap on the same way - Head on head, hands on hands etc. But If the source is for example 512x512 and grimrock standard is 1024x1024, you can see, that simple resize of source texture is not enough. You can see "pixelate effect" or source style which does not match LoG style. For example beholder was too colorfull etc.
So - Bowman texture. Here is the source materials. Show spoiler to see it. It's WIP 1024x1024, based on the 512x512 source. You can see artifacts (blue color in brown etc). When I asked for new one = Create new texture based on this UVW - not only resize source and use filters etc. It's a lot more work on it and you also need a model
So maybe the best way is that I will publish this one and then you can improve it and paste it here - then I can update nexus file with the new one aka v2.0
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- odinsballs
- Posts: 288
- Joined: Thu Dec 20, 2012 4:25 pm
- Location: south of heaven
Re: [SOURCE] MONSTERS by Leki (7th April: Skeleton Warrior:
if you want you can pass me those 512 base texture un enhanced so i can work of of Original source size i have some tricks i can apply to increase both size and detail without to much pixelation and such (stretch to higher res then crop higher resolution back to 512 not the image size but the canvas size, then run through crazybump to gradually increase details and normals and whatnot after this step : rince and repeat till result is more satisfactory...) since this can run up to twenty passes or more i'm offering to do this work for you (you've already giving us so much that you shouldn't have to run through 20 texture passes on top of all your other hard work)Leki wrote:Well, to be clear what it means do higres texture:
I have model source what I like. It means model (mesh) and texture. To create LoG custom model (monster or other object) I usuall must optimise source mesh. For example odins ghoul is over 10K polygons. It's a lot in my opinion. I prefer meshes around 5K, max 7K. But ok - I worked on ghoul to test it and it works. I guess that game engine does not have problems with geometry and polygons. Problem is with light. Too many (or badly placed) lights = low FPS. But still. I preffer 5-7K polys models. It means that I work on models to get this polygoncount. Then I create skeleton and skin for a model. It's easier to skin low poly model that high poly. Also exporting of 5-7K models is significally faster than exporting 10K+ polys model.
Then I work on texture. Usually I can use the same texture as source has, because I do unvrap on the same way - Head on head, hands on hands etc. But If the source is for example 512x512 and grimrock standard is 1024x1024, you can see, that simple resize of source texture is not enough. You can see "pixelate effect" or source style which does not match LoG style. For example beholder was too colorfull etc.
So - Bowman texture. Here is the source materials. Show spoiler to see it. It's WIP 1024x1024, based on the 512x512 source. You can see artifacts (blue color in brown etc). When I asked for new one = Create new texture based on this UVW - not only resize source and use filters etc. It's a lot more work on it and you also need a model
So maybe the best way is that I will publish this one and then you can improve it and paste it here - then I can update nexus file with the new one aka v2.0
SpoilerShow
as for any future models the ones i suggest myself ofcourse will Always have at least the (texture) quality the ghoul had and be made to ingame ready static. so just link me up with the base materials and i'll get buisy (although i think for this particular texture a cut and paste redo would be better indeed)
Re: [SOURCE] MONSTERS by Leki (7th April: Skeleton Warrior:
Ghoul is ready for publishing, it will be downloadable in 30 minutes (its basic melee version - Ancient Ghoul with extended AI will be ready in few days, we are still work on it)
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Last edited by Leki on Wed Apr 10, 2013 12:46 am, edited 1 time in total.
I'm the Gate I'm the Key.
Dawn of Lore
Dawn of Lore
Re: [SOURCE] MONSTERS by Leki (10th April: Ghoul)
I'm the Gate I'm the Key.
Dawn of Lore
Dawn of Lore
- odinsballs
- Posts: 288
- Joined: Thu Dec 20, 2012 4:25 pm
- Location: south of heaven
Re: [SOURCE] MONSTERS by Leki (10th April: Ghoul)
truly, the curse of the formerly dead is the hunger....... and it shall not be denied !.
just checked out ghoul and it's friggin sweet, once again thanks for putting a shitload of effort into this puppy, hail to the king.
also considering from where this puppy was aquiered you've done some weapon grade modding.
also i noticed whilest chiseling away on models and textures, that 1024 is more of a reference resolution, when custom models get involved , its best to stick with upgraded versions of textures (this ofcourse being model/ texture dependant, and scaling dependant)
different scaling of models often affects texture look also (i.e. larger creature = larger texture res, smaller creature = smaller tex res)
also i can now modify various nif based assets (morrowind/oblivion custom made comunity content) wich should open up new interesting possibilities, creature and otherwise...... its a dark new world out there (lets burn it to ashes )
Re: [SOURCE] MONSTERS by Leki
Here is a new custom monster: Human Footman. Texture is WIP. I have done first set of animations with sword (just to test skin).
Let me know please how type of gear you prefer.
Human: Footman (various weapons, head and armor)
First Look
Let me know please how type of gear you prefer.
Human: Footman (various weapons, head and armor)
First Look
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I'm the Gate I'm the Key.
Dawn of Lore
Dawn of Lore
- odinsballs
- Posts: 288
- Joined: Thu Dec 20, 2012 4:25 pm
- Location: south of heaven
Re: [SOURCE] MONSTERS by Leki (10th April: Ghoul)
looks fairly nice, maybe the sword could be a wee bit bigger but otherwise coming along nicely, also on sidenote i'm still working on bowman retex, and its starting to look more detailed (as far as model allows it) if you want to see wip just gimme a holler (its not completely ready yet ,but there''s enough change in texture detail for you to inspect if this is more what you're looking for (if you require sample i'll fix wip version up with normals and such and dropbox it for inspection purpose)
Re: [SOURCE] MONSTERS by Leki (10th April: Ghoul)
It looks fantastic, like the other your monsters.
You are very productive author Go on! I love your work.
You are very productive author Go on! I love your work.
My LOG2 projects: virtual money, Forge recipes, liquid potions and
MultiAlcoveManager, Toolbox, Graphic text,
MultiAlcoveManager, Toolbox, Graphic text,