[RECRUITMENT] 3D Artists / Modders / Graphists

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perche
Posts: 157

Re: [RECRUITMENT] 3D Artists / Modders / Graphists

Post#41 » Wed Dec 19, 2018 5:59 pm

with waiffu caffe you can process several images at once without having to make them one by one.


https://github.com/lltcggie/waifu2x-caffe/releases
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Fenris78
Posts: 98

Re: [RECRUITMENT] 3D Artists / Modders / Graphists

Post#42 » Wed Dec 19, 2018 6:40 pm

I did a first test on the T4 Epic axe for Slayer, there is a quick side to side to see the potential improvements.

I upscaled the original texture 2 times in Waifu2x (bringing the res from 256x256 to 1024x1024), and the result is already here.
Some stamping and brushing in Photoshop - to clean residual compression artifacts - later, and there we got a good looking HD texture... ^^
I tried to add normal maps by working on a black and white version of the original texture, there is still room for improvement (my 3D Coat mastery level is low, don't know well how to add more depth to ornamentations, and metalness is not correctly working as I tested it)...

(Right click > Display picture to see full res)
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DanielWinner
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Re: [RECRUITMENT] 3D Artists / Modders / Graphists

Post#43 » Thu Dec 20, 2018 5:50 am

Zagreb wrote:
Thu Dec 20, 2018 1:13 am
DanielWinner wrote:
Mon Dec 17, 2018 10:11 am
Some stuff for anyone who is interested in 3d Warhammer modeling.

http://forum.dark-omen.org/3d-scenery-m ... 361.0.html

http://forum.dark-omen.org/tools-b28.0/

https://github.com/w4kfu/waronline_fun

https://aluigi.altervista.org/quickbms.htm

Thanks Dresden for sharing.

Yaliskah wrote:
Mon Dec 03, 2018 10:25 am

That top link leads to a forum with what looks like some kind of conversation on it about how to do what you want.
He’s checked them already :)
This colour is always used for moderation and opinion of the team.

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Glorian
Posts: 4369

Re: [RECRUITMENT] 3D Artists / Modders / Graphists

Post#44 » Thu Dec 20, 2018 8:22 am

The 3rd Bitterstone Thunderers approve the reforging of the textures. Please begin with the dwarf weapons. :D

PS. If you need an list of actually used model IDs of Dwarf weapons I can provide that list. Or you can find the numbers in the dwarf weapon crate thread.

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DanielWinner
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Re: [RECRUITMENT] 3D Artists / Modders / Graphists

Post#45 » Thu Dec 20, 2018 9:27 am

Glorian wrote:
Thu Dec 20, 2018 8:22 am
The 3rd Bitterstone Thunderers approve the reforging of the textures. Please begin with the dwarf weapons. :D

PS. If you need an list of actually used model IDs of Dwarf weapons I can provide that list. Or you can find the numbers in the dwarf weapon crate thread.
Very biased...
This colour is always used for moderation and opinion of the team.

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Glorian
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Re: [RECRUITMENT] 3D Artists / Modders / Graphists

Post#46 » Thu Dec 20, 2018 10:18 am

Your own beard is allways the nearest. :)

But joke aside all this automated skin upgrade is looking very promising.
Skyrim 4K HD we are coming! :D

Fenris78
Posts: 98

Re: [RECRUITMENT] 3D Artists / Modders / Graphists

Post#47 » Thu Dec 20, 2018 12:01 pm

I worked on Epic axe because there is good ornamentation to make pop out (and I like the skin, obviously ^^).

Here is a comparison with AwesomeBump (a very good open source bump/displacement generator). Top row is using only normal maps (generated at max depth - 100 pixels - from my slightly reworked bump map), and you can see depth is somehow limited.
Normals are only a bump map with a bit more relief after all.

I tried in the bottom row to enhance depth with height map (same black and white bump I used for normal generation), and it's far better. Sadly since relief mapping/tessellation is probably never going to happens in this game, we can only hope for normal mapping... ;)

Note that both previews use specular/metalness maps, since specular maps looks supported (Apparently specular maps are included with each item in a separate pnj file).

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tipe93
Posts: 4

Re: [RECRUITMENT] 3D Artists / Modders / Graphists

Post#48 » Thu Dec 27, 2018 1:54 pm

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https://imgur.com/a/wCglYMe

Here is some basic remodeling, and combining from already existing meshes and cleaning up any unnecessary vertices(which these models have many ). On LEFT you have new model made by me, and on the right you have one that is already in the game. I used existent textures and just uv-mapped fresh faces. To comparison Left(New) has 455 Tris, 275 Vertices. Right (old, ingame) has 294 Tris and 331 Vertices. I made this just in less than 30 minutes. Endless possibilities.
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PartizanRUS
Posts: 595

Re: [RECRUITMENT] 3D Artists / Modders / Graphists

Post#49 » Wed Feb 13, 2019 3:27 pm

What about Normal or Bump mapping for textures in game ?
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Zaine6
Posts: 3

Re: [RECRUITMENT] 3D Artists / Modders / Graphists

Post#50 » Sat May 04, 2019 11:43 pm

Any updates on this good work?

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