z3filus Posted August 23, 2014 Posted August 23, 2014 Game Of Thrones is so popular that I'm guessing there are a few fans among us who would be interested in a GOT duel map.For those who don't know what GOT is about, in short: it's a medieval fantasy drama with very unpredictable plot twists. It's not for children. Castel Black is one of many locations in the series and it is the headquarters of the Night's Watch. Im concentrating on the courtyard where they train.A larger map featuring the whole area of Castel Black with interior and the top of the wall is not yet planned because I don't want to be too ambitious.I work slow and there is a possibility that I might just give up at some point and release my work as a prefab, but atleast I'm going to give it a try!I will use screenshots from the series and google images to get a better idea of how the area is built, then roughly make all the elements there,buildings, stairways, the elevator etc. and then... I will start to better shape it all and get it scaled right. Scaling is going to be hard becausethe images I mentioned are not 3D, ofcourse, so I will have to compare the actors to the setting, and even guess certain measures. Read more about the series here: http://en.wikipedia.org/wiki/Game_of_Thrones Delmi, AshuraDX, Asgarath83 and 3 others like this
z3filus Posted August 26, 2014 Author Posted August 26, 2014 These textures are just helping me better imagine the final product, so don't be spooked by them I just wanted to show some progress.Im finally starting to get a realistic view of the scales, first I made some parts way to big. I mean I have to save a staircase and check it ingame twice to get it right. Its painful. But it's worth it. Like she said I was thinking about adding more detail to the final textures, instead of using many brushes, since a duel map needs good FPS. eezstreet and Boothand like this
Asgarath83 Posted August 26, 2014 Posted August 26, 2014 Please continue!! i love maps in fantasy style.
z3filus Posted September 2, 2014 Author Posted September 2, 2014 I am still working on this project @Asgarath83. Tempust85 likes this
Tempust85 Posted September 2, 2014 Posted September 2, 2014 Looking great. How would you like to come map for DF2 Mod?
z3filus Posted September 2, 2014 Author Posted September 2, 2014 (edited) EDITI though about using the Medieval Map Objects pack made by @Inyri. To add more detail in the map, would you be ok with it Inyri?I would reskin them to match the rest of the map, and if anyone is willing: I need a grinding stone or atleast that would look nice in this map.Im in no rush with this map, could try to make it on my own but im such a noob with 3dmax. Edited September 2, 2014 by zeƒilus
Boothand Posted September 2, 2014 Posted September 2, 2014 I need a grinding stone or atleast that would look nice in this map.] I can give it a try I will stream it probably shortly after this post, in case someone's interested. z3filus likes this
z3filus Posted September 2, 2014 Author Posted September 2, 2014 Watching now. @Boothand nice work, maybe the stone could be more thicker? I don't know.Do it as u like, this is fantastic. Just dont be looking at those horse images.... it's disturbing... Boothand likes this
Boothand Posted September 2, 2014 Posted September 2, 2014 Today's progress: Will texture it tomorrow. AshuraDX and z3filus like this
Boothand Posted September 3, 2014 Posted September 3, 2014 How about this? https://skfb.ly/BnMv z3filus likes this
AshuraDX Posted September 3, 2014 Posted September 3, 2014 @@Boothand2 options :a. sketchfab is acting up on meb. the textures are blurry as fuck and quite low res O.o if it's the latter get a neat high res wood texture and a sharper stone texture for the stone, it should have a really rough surfacetry these for the wood :http://www.cgtextures.com/texview.php?id=36869&PHPSESSID=j2h23k0udd9atu526b480ctc13http://www.cgtextures.com/texview.php?id=39500&PHPSESSID=j2h23k0udd9atu526b480ctc13 I'll keep looking for something fit for that stone Boothand likes this
Boothand Posted September 3, 2014 Posted September 3, 2014 (Sketchfab updated) You're right, it becomes kind of low-res. Part of the reason is the UV map, but the biggest reason is probably some issues with Zbrush and weird looking artifacts, or what to call them. I don't personally want to use any non-JKHub assets (preferrably only my own), but if anyone feels ambitious, they could re-texture the model as they like. But I've spent about as much time as I want to on this model, and will rather focus on approaching texturing a bit differently on future models. Here's how the texture map looks: https://dl.dropboxusercontent.com/u/58757568/grindstone_final2.jpg
AshuraDX Posted September 3, 2014 Posted September 3, 2014 @@Boothand send me the model and i'll retexture it if I find the time to do socgtextures offers free textures anyone may use so there'S no problem with that
Boothand Posted September 3, 2014 Posted September 3, 2014 Nice https://dl.dropboxusercontent.com/u/58757568/grindstone_final.obj I should see what I can do with Ddo and Ndo. It seems pretty good! Yeah, it's not the policy, it's rather my obsession with in-sourcing everything. Also building skills and getting experience is important for me as an actual game-student. I could have used one of my own photo-planks but attempted to do it all by (boot)hand.
AshuraDX Posted September 4, 2014 Posted September 4, 2014 Painting a realistic wood texture is hard, very hard stylised wood textures are kinda easy thoughanyway here's what I could do to the Grindstone, I remade the UV's to get a more even texture resolution over the model 3D preview (link to sketchfab) @zeƒilus if you want snow on this let me know and I'll make a snowy version Asgarath83 and Boothand like this
z3filus Posted September 4, 2014 Author Posted September 4, 2014 Great model @Boothand, that would look awesome in this map.That would be great @AshuraDX, Castel Black, as you know, is a cold place.
Guest KENNITHH Posted September 4, 2014 Posted September 4, 2014 Looks awesome AshuraDX, zefilus and boothand ! A tip zefilus, I think the Game of Thrones game had Castle Black in it, it could be usefull to roam around in the map, seeing hows its done and the details, maybe even be naughty and rip some things out of it and remake it
Boothand Posted September 4, 2014 Posted September 4, 2014 Nice AshuraDX! Did you make those textures from scratch, or based on free textures? Also curious on your UV layout Zefilus, is it gonna be the whole castle including the top of the walls (not *the wall*) and the gates etc?
AshuraDX Posted September 4, 2014 Posted September 4, 2014 Normal mapping off :Normal mapping on : @@Boothand let me explain my process, I've linked images to illustrate the process : After redoing the UVs, I took one of the wood textures I've linked here yesterday and a random stone texture I had on my hard drive and layed those out in Substance Designer, in Substance I tiled, scaled and rotated the textures until I achieved the look I was going for and then masked textures to the appropiate UV chunks and added a few nails. This map would later become my premade diffuse map for dDo I then used "bitmap2material light"(the full app is like Crazy Bump, but on Steroids) inside of Substance to create a normal map & specular map from those textures which I later overlayed ontop of my baked normal map from 3ds maxI used the generated premade spec map and the combined normal map later in dDo using the generated normal map I let Substance create a curvature map, then used a levels adjustments to isolate the (black) cavitys in the wood. I did this to create a neat overlay for my baked Ambient Occlusion map from maxAfter blurring the baked normal map and multiplieing my overlay on top I ended up with this AO map for dDo Using the material masks I created earlier, and some Photoshop work I created this material map for dDo (Beige=Wood, brown=Stone, brown/redish-grey=iron) by then I had everything I needed to get started in dDo. I won't explainwhat I did in dDo so here are the finished textures, notice that I scrapped the stone texture I used and replaced it with a texture generated by dDohere's the end Product :Diffuse Specular Normal Gloss then I took those back into substance to add snow, using various tools and quite a bit of painting in Substance to get a decent snow mask, here is the snowy version :Diffuse Specular Normal Gloss Any comments/wishes @zeƒilus ? I can easily tweak the snow and everything you want to have tweaked Boothand likes this
Boothand Posted September 4, 2014 Posted September 4, 2014 Thanks for sharing It looks great. The normal map on the snow looks a bit strange to me though. Thought that looked a bit better before the normal map actually. Maybe it's too strong.
AshuraDX Posted September 4, 2014 Posted September 4, 2014 @@Boothand thanks to substance designer that's easily changeable just have to drag a slider around Boothand likes this
AshuraDX Posted September 4, 2014 Posted September 4, 2014 @@Boothandbetter ? about 50% strength for the snow bump
Boothand Posted September 4, 2014 Posted September 4, 2014 Yeah Should be fine as long as it looks like it's a thin layer overlaid, shouldn't be too noticeable bumps. Maybe we should let zefilus steer the ship now though ^^ Let us know how it looks in your map!
AshuraDX Posted September 4, 2014 Posted September 4, 2014 still have to export it as an ASE for him @I could also create a few textures for you if you need anyI could porbably create a larger version of the wood texture used for the grindstone which you could then use in your map
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