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Posts from RTF is a global modification that replaces all towns in the game.

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2 years ago
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So, it's about the glossiness/matte finish of this mirror texture, right?
But it still won't replace the normal map....

I've written about this a million times, but it seems relevant here. When I was modding Attila, the texture set included: diffuse (the actual color), normal map (for all those small details and patterns), gloss map (which seems to be analogous to this mirror effect), and specular (something related to shine, used as an addition to the gloss map)....
In Heroes 5, it's definitely more simplified.
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2 years ago
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I guess I've learned to ignore the game's flaws.

I used to draw symbols on the shield of a dwarven warrior, runes on the armor of a Temple knight, and random stuff on the axe of a berserker, so I stopped seeing the need for normal maps; professional deformation, haha.



Added 3 hours 51 minutes later
L'Garold
I think I heard that on this engine, the mirror effect can conflict with some texture. Which one exactly?
There are two more buggy textures; it probably conflicts with them – sunlight and glow.

If you add these textures, the shadows will glitch, so I almost don't use them.

Although, I can't remember right now, does sunlight (gloss) have a texture? I don't recall
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2 years ago
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fktifzobr@mail.ru
THROW THEM AWAY! The models are good, but I'm changing the concept.
Those skeletons are cool. I don't know how to use the first one in the game. Does it replace someone, or is there something else?
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2 years ago
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Ron54
Those skeletons are cool. I don't know how to use the first one in the game. Does it replace someone, or is there something else?
The first skeleton is just a texture.
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2 years ago
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Guys, those of you who work with Blender, could you please help me out?!
Does the "shade smooth" effect in Blender persist when the model is transferred to the game?

I don't fully understand this, even though I've asked about it many times on the relevant forum... After all, "shade smooth" is more of a visual effect, a smoothing technique, rather than something physical that can be "touched."... So, if I apply this effect to a model, it looks good in Blender, but will it remain that way when transferred to Heroes 5?
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2 years ago
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Pavlinho
Guys, those of you who work with Blender, could you please help me out?!
Does the "shade smooth" effect in Blender persist when the model is transferred to the game?

Because this is something I don't fully understand, even though I've asked about it on the relevant forum a hundred times... After all, "shade smooth" is a visual effect, a smoothing technique, not something physical that can be "touched"... So, if I apply this effect to a model, it looks good in Blender, but will it remain that way when transferred to Heroes 5?
Yes.
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2 years ago
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2**Pavlinho**
I don't work with Blender, but based on my experience with Max, I would assume that this is not just visual smoothing. Most likely, the normals on the polygons are being flipped, and the engines are reading these normals.
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2 years ago
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take a look, will this version work in the mod...? this is a simplified geometry; I baked the normal map from the high-poly throne onto this one, and then I made it gray in Photoshop, like stone... it's clear that the chair itself is essentially smooth; all the bricks on it are just drawn on. I did, of course, go over it a bit with a brush to mark some of the protrusions that should be in the place of the bricks, but the simplified geometry doesn't allow me to clearly define each brick.

P.S. I think it might be possible to do a retopology, placing polygons strictly along the bricks, according to their shape, and making the gaps a depression, but that's a very time-consuming task, and I'm not sure how many polygons it will require. It will certainly be fewer than on the high-poly model, but I don't know if it will be significantly fewer, as there are a lot of stones...
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2 years ago
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Pavlinho
take a look, will this version work in the mod? This is a simplified geometry; I baked the normal map from the high-poly throne onto this one, and then I made it gray in Photoshop, like stone... It's clear that the chair itself is essentially smooth; all the bricks on it are just drawn. I did go over it a bit with a brush to highlight some of the protrusions that should be in the place of the bricks, but the simplified geometry doesn't allow me to clearly define each brick.

P.S. I think it might be possible to do a retopology, placing polygons strictly along the bricks, following their shape, and making the gaps a depression, but this is a very time-consuming task, and I'm not sure how many polygons it will require. Of course, it will be fewer than in the high-poly version, but I'm not sure if it will be significantly fewer, as there are a lot of stones...
Please forgive me, but it doesn't look very good. I don't like it when I'm criticized, so I try not to criticize others.

I think we need to approach this throne in a smarter way.

We could use a natural, lava-style throne instead of a man-made one – as if a gnome wizard struck it with his staff, and different stones emerged from the ground, forming the throne.
We could use models of stones from the lava lands as a base; we wouldn't even need to paint them.

These magma rectangles and spikes appeal to me with their simple, natural angularity.

This is probably another case of professional deformation, haha. I often decorate units with the models I have, so I'm assembling the throne from models
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2 years ago
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fktifzobr@mail.ru
You're right, if you don't like it, why lie... Tell me, how is the high-poly model doing? Because I started doing the retopology differently....

Added after 4 minutes
PS Everyone has a different vision; I just didn't get any feedback when I showed the high-poly version with the bowls...
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2 years ago
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Pavlinho
fktifzobr@mail.ru
You're right, if you don't like it, why deceive... Tell me, how is the high-poly model doing? Because I started doing the retopology differently....

Added 4 minutes later
PS, everyone has a different vision; I just showed the high-poly version with the bowls, and you didn't say you saw it differently....
I'm for the bowls; it's a good idea. The fire could change in the animations of magic.

The high-poly version is generally not bad; if you draw a rune on each stone, it will make sense – like a magical throne, each stone adds power to the sorcerer, and otherwise, dwarves could carve a throne from a single block of stone, or, as I wrote, the sorcerer could summon a chair for himself from the earth or even from the world of demons.

But as it is, this throne looks too cozy. It's very cool, but not intimidating.
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2 years ago
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Damn, something's not right... I started redoing it using the second method (described above), and I tried to keep everything at a minimum – antialiasing was set to 1!!!! I barely finished one-tenth of the throne, and it already has 2,000 polygons... and in the end, it'll probably exceed 20,000, which is a mess... I don't know how else to simplify it – I showed the "simplified" version in the picture, and it really doesn't look good... I don't know what to do.
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2 years ago
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and if you don't use any anti-aliasing at all, it's still around 6,000...
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2 years ago
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yes... that's a lot(( I don't know how to help.
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2 years ago
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Yeah... I opened, for example, a gnome on a bear – the model consists of several parts – the bear, the gnome, the gnome's helmet, the gnome's axe, etc. So, the bear has 1000 polygons, the gnome has 1600, and the other parts are, of course, smaller... So, you need to aim for each part of the model to have no more than 1500-1600 polygons, and the entire model should be around 4000... approximately... what a mess!

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