Thanks for your reply, my interest in the material nodes is to create my own materials that can be used on the assets without copy rights. One thing I do not know at this time is…whether material node can be exported as “texture” so it can work in Unity/Unreal engine…will find more about this in the future.
Checking the copyrights is always a good idea and there are lots of uses, so you can never rule this option totally out and using PBRs is still a way to learn a lot about materials in common with working with nodes.
Regarding these, as far as I know, you can bake the applied textures you create with nodes to get your own maps and this is the way to export the results (even if with some tweaks) to the game engines. This baking takes place after the surface is rendered with the nodes, so it is an independent process.
That’s a great reason, though it’s also worth noting that there are CC0 material sources out there if you look for them. The only reason I mention that is, don’t feel obligated to personally make every single material you’ll ever need. If you want to, go for it, but it isn’t necessary.
Not just possible; you will need to do this because game engines lack the capability to reproduce the procedural nodes on their own. Engines can mostly emulate the result if you give it to them directly, but they cannot simulate the procedure with which Blender creates that result (the procedural nodes will not be recognized). This export process is called baking =)
Thanks for explanation, I am new, so I know nothing about those topics
This a beautiful model. I hadn’t appreciated how good low poly work could look. My main focus on this stuff was learning how to make models with good polygon economy but now I realize it’s an art form of its own. Nice work.
Indeed. I myself still have a great deal to learn about this as well, but what I can say is that there isn’t necessarily a one-size-fits-all solution. Sometimes, optimal topology will look different depending on whether the model is used as a still artpiece, a game asset, an animation asset, or something else entirely (and that doesn’t even consider 3D printing requirements). Something to keep in mind as you look into this further; anything that claims “this is the best way to do things fullstop” can often be taken with a grain of salt for this reason =)
Nice moat addition. Definitely needs a drawbridge now!
Pier mid moat to support a drawbridge, as it is how it is done as otherwise the moveable section would be taller than the gatehouse tower. The precipitous sides to the canyon like moat is probably unrealistic but looks good and highly effective.
A little, (well realistically a mammoth) terraforming needed. Siting a castle where it can be fired down into at the foot of a mountain is not good military planning. Which is why there is a tendency for them to be on even small hills. Moats for where flatter, or in addition.
In reality nothing was added since posted a week ago, was working on the Blender Collab for Parade floats since then
Yes I know, that this castle won’t be built at the spot as it is now, that is why I can do that in mine creation originally I wanted to build it on the top of mountain overseing the river below, but it is too real use case for a castle and towers