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Total war attila mods high resolution
Total war attila mods high resolution








total war attila mods high resolution
  1. #Total war attila mods high resolution series
  2. #Total war attila mods high resolution tv

3D Studio Max is typically what I use to sculpt basic shapes. Typically these parts would be created from scratch, but since the size/shape is identical, I can save time by recycling. I then import the Baratheon-style gorget and pouldrons used on my other models. Step 4 - Detailing the gorget and pouldrons Using the same method to create the leather studs, I then sculpt detailed leather straps in a separate tab and apply them to the base armor: This is also a good time to apply some additional detail - surface texture using alphas, and more detailed folds/wrinkles in the gambeson cloth. I have a custom brush used to create stiching which I manually apply to all of the folds generated in Marvelous Designer. I do this by importing a leather alpha (basically, a small "scan" of leather's surface) and applying it to the whole surface:

total war attila mods high resolution

I then add some surface texture so the fabric looks like leather.

total war attila mods high resolution

It's finally starting to look like armor! With all the pieces aligned and placed onto the model, I then start working on general detail - stitching, seams, areas held together by straps, etc. This is a time consuming task and can be a huge headache, depending on the armor's complexity (for example, the House Umber armor was a nightmare!) Next, I add some detail to the armor's trim and begin the process of covering the main armor piece with the detailed stud section. To do this, I will open a separate window in ZBrush and craft an individual stud with high detail:

total war attila mods high resolution

I'll be starting with the main armor, using the reference above - as you can see, it's leather and covered with lots of studded pieces. The next step is to go through each armor and garment piece to add detail. I then subdivide the model for extra detail and begin adding various armor pieces sculpted previously (for example, I have a generic breastplate template used in other models). ZBrush is a sculpting and modeling suite where I create the high poly mesh.Īs you can see, Marvelous Designer's physics simulation allows me to skip the long and extremely difficult process of adding folds by hand. With the main garment layers created in Marvelous Designer, I can then import the assets into ZBrush. Step 3 - Importing into ZBrush and Refining It's important to keep this layer rigid and without many folds so that the various armor pieces can be applied to the surface evenly (more on this later). In the same way, I then create the outer armor layer. It's an excellent program for creating loose clothing or pieces with lots of folds (e.g. Marvelous Designer then simulates the physical properties to create realistic folds. I create the rough shape, then add "pressure lines" within the garment itself to simulate gambeson stitching. First, the gambeson undertunic:Īs you can see, clothing is created as a costume designer or fashion designer would create them in real life using patterns. To do this, I use a program called Marvelous Designer, which allows me to create clothing and garments over an Attila avatar and simulate the clothing's physics for realistic folds. With a set of good references, I can now begin the process of structuring the model's various elements. Step 2 - Creating the model's basic shape using Marvelous Designer This picture is a perfect example of what I try NOT to make: A ton of Game of Thrones / ASOIF is floating around on the internet but only a small fraction fits the show style.

#Total war attila mods high resolution tv

This is an easy process for armor and costumes featured in the TV series, but becomes much more difficult with fictional content, especially when trying to match and replicate the show's visual style. The most important part of creating 3d assets is gathering artwork and references. 6 to 8 hours, depending on complexity and motivation/creativity

#Total war attila mods high resolution series

Part 2 of this series will cover retopology and texturing, and Part 3 will cover the process of importing everything into a playable unit in Attila: Total War. This isn't a complete tutorial but rather a glimpse at how I approach the first part of asset creation. This article is a walkthrough of the design process and workflow used to make assets for Seven Kingdoms - more specifically, Robert Baratheon's armor included in the upcoming Robert's Rebellion update.










Total war attila mods high resolution