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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. As long as my phone service help me I could, however I'm unable to commit or upload something properly saddly. May wanna yrlñ @Stan` and he will manage to reach me from WhatsApp
  2. i don't follow too much blender units because some use Imperial Units and i use Metric Units, when i scale up things to be able to revert it if need i use Ctrl + S wich scales the object 0.1 or 1.0 depending on how much zoom the camera has with the enviroment. I've only scaled 0.1 wich makes a little difference yet is more nociteable with ptolemy/carth elephants: So if unit is 2.04 Squares in blender 1.0000 Metric, that means Asian elephant is almost 2 units or 1.7 human units in game + 1 more on top for the turret.
  3. it actually need it to make proper reflective stuff take its own piece of the cake and also for future additions like metallic surfaces on futuristic mods, otherwise we will have to rely on plain stuff and maybe theres someone who wanna to something like this and not using the hacky method of skybox only because maybe it will have a glitch in one opportunity. But at least a proper cubemap or fake enviroment wich only shows on white zones of the specular map would look good enough. Specially for roman helmets.
  4. Actually the hardest part is manage to get the building blueprints and properly match texture with ingame enviroment and so far you managed to do both, now only comes the basic buildings such as Barracks and those stuff depending on what you gonna need. We have the sketch's for Suevi faction but don't have a 100% working texture to know wich UV use until then.
  5. Adjusted turret position and also showing a Reflective enviroment bronze material direct render and see if its possible to render Stuff like bronze cuirasses and maybe armors or Scale mails with blender. Probably if it works continue the Secondary upwards scale texture for the seleucid variant for have multiple armoured elephants.
  6. At first sight theres a good contrast with the terrain or the illumination of the Engine. Specially for Civic Center and Blacksmith. Houses have a little pinky touch compared to Civic center or maybe is the position. Defense tower looks good and match with CC. Storehouse also match but the Orange wooden planks maybe has too much contrast. But those are my thoughts i wonder if any other has the same thoughts at first sight but in overall Good work, Keep it up!
  7. @Stan` wondered about if footprint should be scaled, if that so. How much it will be changed to committ it ASAP with the template change,
  8. A preview of how much was Scaled:
  9. Using ptolemaic eagle normal map:
  10. Yeh its possible whitout too much trouble i belive, only reexport the animations and the armature. And yes, is barely larger than ptolemaic elephant so it doesn't make a huge difference
  11. Scale up asian elephant only?
  12. Do you have a more detailed reference? May help to have the idea how it should be, for first test this is how it ended looking:
  13. @Pablinski2 Best choice for baking would be made a whole new low poly mesh following the shape of the colossus, though it wouldn't be easy on the cloth of the arm. Also, can i use it to bake a normal map of a greek face on aspis shield so i can rebake this texture? It wouldn't be 100% accurate but at least is something we could have for update it
  14. So you want a cleaner version whitout scratches and whitout alpha channel of the Right side?
  15. so if i name it, should it be aspis_mace_## or aspis_succesors_##?
  16. Is this shield, seleucid or macedonian?
  17. So, remane it to Athen_alpha is want you meant right?
  18. Uploaded new aprons, animations and baked shields. Some of the resources used: Carthage Athen Sparta: Shield Cloak: Persian: Animals:
  19. La mejor que hay, (Best of all). si entiendes inglés todos sus videos son los mejores. (No he podido lograr abrir el chat para pasarte un metal)
  20. Fast and good enough tutorials for learn in minutes to Rig and later to animate but first you need to know how the rig will work:
  21. After cleaning with new mat and blender 2.81: From 45 minutes of overheatting and high poly to low poly bake. To 13 minutes of direct rendering.
  22. First look of the first aspron updated and animated ingame: Note: GPU_Skinning Enabled.
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