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Alexandermb

0 A.D. Art Team
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Posts posted by Alexandermb


  1. 6 hours ago, Nescio said:

    How large are they now? In reality, Indian elephants between 2 m and 3.5 m tall; assuming only the largest specimens were chosen, then let's say they would be about 3 m tall on average, i.e. about two-thirds higher than a man (1.8 m).

    I vaguely recall @Stan` stating a 0 A.D. human (e.g. slave) was 2.1 Blender units high; that means the maur/pers/sele elephants should have the top of their head at about 3.5 Blender units, if we want realistic ratios. Because Greek sources emphasize the African (cart, ptol) elephants are significantly smaller, maybe give those a height of about 2.8 Blender units then. Just a suggestion; what matters more is that things look good in game.

    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:

    Spoiler

    image.pngimage.png

    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.

    • Like 1

  2. 15 minutes ago, wowgetoffyourcellphone said:

    I've recently mused about asking for reflection maps for the engine or some kind of reflection material. I think though they wouldn't be much use except for elephant armor as you indicated. It would be nice to have for mods for certain. More code to maintain though.

    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.

    Spoiler

    a8d1fe941c96418880808c30877a3d79d00f6ad8

    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.


  3. 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.

    • Like 2

  4. 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.

    Spoiler

    image.pngimage.pngimage.pngimage.png

    Probably if it works continue the Secondary upwards scale texture for the seleucid variant for have multiple armoured elephants.

    • Like 2

  5. 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!

    • Like 2

  6. 1 hour ago, wowgetoffyourcellphone said:

    I honestly think that is a great improvement in scale. I've always felt the game's war elephants to look kind of underwhelming in size.

     

    Can you center the tower prop point a little more on the elephant's back? Right now it looks like it's sliding backward.

    @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,


  7. 3 minutes ago, wowgetoffyourcellphone said:

    The headband should be more like the original. It's a diadem, worn by kings and paupers alike, though on coins indicated royalty.

    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:

    Spoiler

    image.pngimage.pngimage.png

     


  8. @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?

    Spoiler

    ptol_round_d_both.png

    It wouldn't be 100% accurate but at least is something we could have for update it

     


  9. 3 hours ago, wowgetoffyourcellphone said:

    There's a lot of overlap honestly. I'd say Mace, since Successor is like a subset of Macedonian in my mind (nobody jump on me for saying this please, lol). And you see the Macedonian 8 pointed star. In fact, I may remake the Mace civ emblem with the bottom one. :)

    So you want a cleaner version whitout scratches and whitout alpha channel of the Right side? 

    • Like 1

  10. 2 hours ago, Pablinski2 said:

    I'll save this for when I learn to animate things! :D

     

    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:

    Spoiler

     

     

    • Like 2
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