Sword of Moonlight Forum

Sword Of Moonlight Games => Complete Games => Moratheia => Topic started by: Verdite on April 04, 2011, 08:18:48 pm

Title: The Art thread
Post by: Verdite on April 04, 2011, 08:18:48 pm
Welcome to the Art thread! All the images i post are models made by me or in some cases, modified. I'd like anyone to post their art here. Feel free.

Sciath Shield (wicker)
This is an ancient style of wicker shield said to have been used by the Irish during well before and during the dark ages.
(http://img143.imageshack.us/img143/9175/wickershield.png)

Dark ages Chainmail
Chainmail made in the Dark Ages style. (mod)
(http://img706.imageshack.us/img706/2161/rathmail.jpg)

Dark ages Axehammer
A type of axehammer, made directly from reference, almost exact.
(http://img52.imageshack.us/img52/1659/axehammer1.jpg)
Title: Re: The Art thread
Post by: dmpdesign on May 03, 2011, 09:07:28 pm
How did I miss this post?

This stuff looks cool!
Title: Re: The Art thread
Post by: airflamesred on May 06, 2011, 11:11:32 am
Yes indeed - fine work verdite
Title: Re: The Art thread
Post by: Verdite on May 06, 2011, 06:17:26 pm
Thanks guys!  :rainbow:
Title: Re: The Art thread
Post by: HwitVlf on May 06, 2011, 06:23:22 pm
The equipment modeling is definitely one of the shining points in Rathmor.

I wonder how those wicker shields were bound. Some of the Persian army used shields similar to a wicker basket. I used to joke that they must have tried to put the basket over their enemy's head and whack them back and forth Three Stooges style. I'd hate to be carrying a basket shield and encounter a Roman Plumbata.
Title: Re: The Art thread
Post by: Verdite on May 06, 2011, 08:02:42 pm
The equipment has always been my favourite part of most games.

Alot of time went into making those models, especially the spangenhelm and ancient helm.

I tried to strike a balance for the more "newer" items in Rathmor, being a cross between Medieval and fantasy, and tried to add the Dark age equipment as older gear.
Title: Re: The Art thread
Post by: dmpdesign on May 06, 2011, 10:25:31 pm
Agreed, which is one of the reasons KF pulled me in to begin with was the nice equipment gallery that got built as you found stuff.

Its one of my major pet peeves about the final fantasy games as there is typically no armor, and even when there is, it does not affect the way your character looks or appear in the game ....
Title: Re: The Art thread
Post by: Verdite on June 13, 2011, 09:48:48 am
New sword.

About 2 hours total work. Maybe a lil longer.

Made it as practical as possible (within fantasy guidelines :smug:), i think that the height of the sword guard would balance the curve of the blade. I tried to make a steppe nomad / scimitar with blade-locking hooks.
I know they are small but they look menacing.
Title: Re: The Art thread
Post by: HwitVlf on June 13, 2011, 06:01:04 pm
I love the weathered hand made look.  Did you make the texture yourself? It's very good.
Title: Re: The Art thread
Post by: Verdite on June 14, 2011, 06:26:03 am
Yes i made everything myself with atlasing  :rainbow: i was pleased with the sword blade. Looks devastating.
Title: Re: The Art thread
Post by: scott on June 14, 2011, 08:30:00 am
Wow. That sword is amazing and it looks really great. I'd hate to be on the receiving end of the blade. :biggrin:
Title: Re: The Art thread
Post by: Verdite on June 14, 2011, 09:51:31 am
Thanks :) you'l be able to swing it at fish etc when the full game comes out!
Title: Re: The Art thread
Post by: Verdite on July 20, 2011, 08:52:56 am
A small scene.
Title: Re: The Art thread
Post by: dmpdesign on July 20, 2011, 07:26:48 pm
nice skull..orcish?  new enemy perhaps?

@@
Title: Re: The Art thread
Post by: Verdite on July 21, 2011, 06:01:35 pm
Ah its more of a lizard skull. Heres a closer view of it.
Took me about 25mins.
Title: Re: The Art thread
Post by: Verdite on July 22, 2011, 03:11:38 pm
My skull work, ready to be put into SoM very soon:

(http://img148.imageshack.us/img148/2379/lowpolyskull.jpg)
Title: Re: The Art thread
Post by: Verdite on July 23, 2011, 08:23:27 am
Needs some texture work to remove the pure black but heres the skull in game...
Title: Re: The Art thread
Post by: Verdite on November 06, 2011, 06:24:15 pm
Recently i was asked to redo some models i made for a mod team. They asked because my older models had very high verts. I remade the helms entirely, and ill show some comparisons (and my learnings) from high poly to low poly.

5th century spangenhelm:
Reference:
(http://www.alfalfapress.com/suvia/wp-content/uploads/2011/05/cologne_helmet1.jpg)
Old (6000+ verts):
(http://desmond.imageshack.us/Himg145/scaled.php?server=145&filename=helmfront.png&res=medium)
New (1629 verts):
(http://desmond.imageshack.us/Himg85/scaled.php?server=85&filename=helme.jpg&res=medium)

5th century Wollaston helm:
Reference: (http://desmond.imageshack.us/Himg216/scaled.php?server=216&filename=pioneer01sskc0nn6.jpg&res=medium)
Old (3700 verts): (http://desmond.imageshack.us/Himg440/scaled.php?server=440&filename=newmape.png&res=medium)
New: (1049 verts): (http://desmond.imageshack.us/Himg809/scaled.php?server=809&filename=brytenwaldahelm.jpg&res=medium)
Title: Re: The Art thread
Post by: airflamesred on November 07, 2011, 07:14:32 am
Can you show the wires Ben you've made some big savings there.
Title: Re: The Art thread
Post by: Verdite on November 07, 2011, 08:34:40 am
Here are the wireframes:

(http://desmond.imageshack.us/Himg843/scaled.php?server=843&filename=wollastoncomp.jpg&res=medium)

(http://desmond.imageshack.us/Himg407/scaled.php?server=407&filename=colognecomp.png&res=medium)

If you need a closer look PM me your email and ill send the mqo to you.
Title: Re: The Art thread
Post by: HwitVlf on November 07, 2011, 05:17:17 pm
I was wondering the same thing about wireframes. I actually think the new low-poly ones look better than the old. The angles look more natural, whereas the old are perfectly symmetrical. Very cool; is this for Mount and Blade?
Title: Re: The Art thread
Post by: Verdite on November 08, 2011, 05:16:41 am
Yes these models are for the Brytenwalda mod for Warband. I think since modelling my skeleton ive learnt alot about making low poly look more 'smooth' by shaping verts.
Title: Re: The Art thread
Post by: Verdite on December 16, 2011, 02:44:55 pm
Heres my final set of Saxon helmets for Brytenwalda.
Title: Re: The Art thread
Post by: Verdite on March 25, 2014, 10:39:47 am
More art. All mount&blade stuff.

Texturing (not my model, I'd be ashamed to post it if it was)

-Japanese aboriginal clothing (Ainu)
(http://oi61.tinypic.com/juu69w.jpg)

(http://oi59.tinypic.com/35m1g7n.jpg)

(http://oi59.tinypic.com/14xyoma.jpg)

(http://oi60.tinypic.com/2iapw6e.jpg)

Title: Re: The Art thread
Post by: JC Bailey on March 25, 2014, 12:29:47 pm
Really nice stuff, this makes me want to play mount & blade again.
Title: Re: The Art thread
Post by: HwitVlf on March 25, 2014, 04:10:33 pm
Nice, did you use reference pictures?
Title: Re: The Art thread
Post by: Verdite on March 25, 2014, 05:34:25 pm
For the ainu clothes I just tried to get a feel for the patterns, and the bone armour is accurate. Spanish stuff was all reference work :)
Title: Re: The Art thread
Post by: Verdite on March 26, 2014, 02:48:23 pm
Can I have some critiques please? I am happy with this mesh but I could do with a critical eye scan on it. :smile:

Be as harsh as possible please!

Final count : roughly 2200 vertices, 2600 faces
Title: Re: The Art thread
Post by: HwitVlf on March 26, 2014, 05:54:53 pm
I think it looks great. The body shape (bulky torso with small fore-limbs) seems to match the posture in the 2nd picture well.

If I put on my uber-perfectionist glasses,

you might be able to squish out a few more polygons without degrading the shape,  but it's probably not worth the effort.

there is an angle mid forearm that might seem a bit 'bent'. It shows up mainly in the middle picture in the knife arm.

the heels seem rather thick compared to the leg and feet. I think they might look more natural if they thinner and had a curve that complimented the calf.  If that makes any sense.
Really nice!!!
Title: Re: The Art thread
Post by: Verdite on March 27, 2014, 07:48:46 pm
Thanks John I appreciate the feedback - you are definately right about the feet  :smile:
Title: Re: The Art thread
Post by: Verdite on February 15, 2015, 04:25:07 am
So I'd like to present one of my latest 'depth of field' texturing methods. This is for Moratheia version 2.0, I thought I'd save some screenshots and post them here given that this thread has been inactive for some time.

As you can see from the process images, the method involves taking a high poly render from Blender and using it as a texture in Sword of Moonlight. The map pieces (2x2) do not exceed 70 vertices each.

This method is great for Sword of Moonlight as it creates the illusion of depth while being assigned to low poly models, keeping the frame rate high even on low end machines - tried and tested!

If anyone is interested in this DoF method, post here to encourage more art related news.  :wink:
Title: Re: The Art thread
Post by: HwitVlf on February 16, 2015, 06:30:43 pm
So is it that Blender has tools to auto-reduce the polygon count while retaining the general appearance of the highpoly version? It looks absolutely amazing for 70 vertices.
Title: Re: The Art thread
Post by: Verdite on February 16, 2015, 07:40:51 pm
Yes Blender has a decimate modifier which allows you to un-subdivide meshes or simply collapse them. However, the sculpting tools do not have a well intergrated multi-res modifier yet, and this has been criticized by developers. There are workarounds, which include using the shrinkwrap modifier to fix face distortion, although time consuming compared to Zbrush. Blenders dyntopo, however, makes up for this and many artists actually stick to Blender for sculpting due to this. Like this guy. (http://cgcookie.com/blender/2014/04/27/interview-kfir-merlaub-blender-sculptor/)

The mesh is over 30k vertices, and the map pieces just use a rendered image of the 30k vertices model. The rendered image includes alpha (black transparency for SoM) though rendering out a texture this way can be done using a proper alpha channel for modern engines.
Title: Re: The Art thread
Post by: HwitVlf on February 18, 2015, 05:54:28 am
Ah, very cool. I can really see myself getting onto texture creation with that method. In the past, I've used photo textures because I just wasn't able to draw 2D textures that looked authentic. But my brain works much better in 3D (the mechanical engineer in me) and I would probably love sculpting hi res stuff to use as a texture source.