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Everything posted by LordGood

  1. slinging from a horse would be horrifically difficult, a lot of the power in a throw comes from your legs, also the liability to your horse's head. Slinging accurately is already difficult, we probably dont see cavalry slingers because how wholly impractical that would be
  2. those sword hits are way too high pitched and overpowering the grunts arent as invasive as i thought they would be though, If you want flesh hits lion it may work well on death
  3. you're not holding back on me are you This thread could use a little organization imo, only turn off here is the massive scroll bar x) Good place to use spoiler condensers?
  4. I'm not sure that will work for what he's going for The best way to keep track of how a prop will behave on a unit is to constraint lock location and rotation of the prop in question to the prop bone you intend to assign it to. Just remember to separate it before export. You will need 2 different prop meshes, one for each hand
  5. That depends on whether its an animated mesh or not. Meshes without animations need to be exported with child empties in the desired prop location renamed prop-yournamehere. Make sure your empties are selected on export if you export by selection, but make sure the mesh itself is the active selection. yournamehere will be the assignable point in the actor editor. In animated mesh files this needs to be a child bone on the armature instead of an empty, similarly named prop-something.
  6. LordGood

    USA Arsenal

    what a cute building haha, anything to pad out a townscape
  7. Try removing doubles, or merge by distance. Extrusions that are improperly cancelled will double geometry and lead to some weird behavior. merge by distance will re-fuse the redundant geometry
  8. I abandoned this a while back, could make an officer, or Hannibal skin
  9. all units use the same base meshes, which leaves the textures and armor pieces. This was a fairly simple affair until alexander ramped up the unit detail lol. The actor files become very busy. Due to polygon reservations, buildings need to be made from scratch every single time, and regional architectural nuances need to be observed and replicated, as well as having the building layout make sense structurally, all this and falling within Civic Center standardization. Thats a ballpark 6-8 hour process. 27 times
  10. Im dumb and painting ponies also no man's sky is great now I've been having lots of fun. I've been itching to get back into 3D so we'll see
  11. Faux Egyptian, Pylon treated as an administraative structure that said 27 very important high detail buildings is no small task
  12. bruh more buildings to pad out a persepolis map would be more than welcome. it is super nice
  13. nah brand new apadana and CC would be neato
  14. Do it, its been a fix a long time coming. It seems a bit on the smaller side still but nowhere near the discrepancy of the current market
  15. You've got an interesting process there stan lol. Thorfinn is right, though instead of scars wrinkles and freckles whats generally missing in colored in busts is the natural skin tone variation in the face. There is a red translucency where light falls to shadow and a slight cool shift around the eye sockets, for example
  16. lion you need to throw out your airbrush tool full opacity hard round is all you need
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