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Alexandermb

0 A.D. Art Team
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Posts posted by Alexandermb

  1. 53 minutes ago, wowgetoffyourcellphone said:

    I'm wondering if you'd want to go ahead and redo the Samnite tunic

    Tried that with a "tunic" generator i was trying also: See the results: (wich looks more like silk than cloth but thats the material itself. )

    Good thing is the mesh works as i've expected selecting alpha and using only mask's as shapes for texturing

    Spoiler

    TUNIC -03.pngTunic 3 test norm.pngTunic 3 tst.png

     

    • Like 2
  2. 7 minutes ago, wowgetoffyourcellphone said:

    My only critique would be to maybe lessen some of the contrast of the diffuse map and allow the normal map to do the work for you.

    Forgot to mention im using GPU skinning wich makes them look okay with norm map and low contrast, but as soon as i disable the GPU or "Parallax" it looks plain from the distance whitout contrast.

    (Also some contrast were hard to get because it was luck) For example the one i find perfect between contrast, norm map and color is Triarii Cuirass.

    • Like 1
  3. Hello all! i've made this topic to show some cuirasses i've done once when i had proper internet connection but didn't had a chance to post it. This are textures (cuirasses) done procedurally with blender. So we can have them with normal and specular maps included in any possible color whitout too much effort.

    Some are recreations of actual textures with specular, normal map. While others are new additions following a few references i could get. Everything was done using Blender and some meshes and procedural materials. Scratches could be included in case is needed but every texture ingame of cuirasses didn't had a single scratch so i guess not.

    In the current state, i could upload every texture seen in the screenshots if its necessary or if it has a good visual quality to be introduced, and post here the alpha layers. 

    Texture Preview:

    Spoiler

    Bronze Cuirass - 03.pngBronze Cuirass - 02.pngBronze Cuirass - 01.pngBronze Cuirass - 03.png

    Ingame screenshots:

    Spoiler

    Cuirasses - 02.PNGCuirasses - Back.PNGCuirasses - 01.PNGimage.pngimage.pngimage.pngimage.pngimage.pngimage.pngimage.pngimage.pngimage.png

    • Like 6
    • Thanks 5
  4. 5 hours ago, Hidan said:

    Its possible to add this peltes to ptol_infantry_archer and mace_infantry_archer. They have cretan archers to :)

    Will add it today.

    5 hours ago, wowgetoffyourcellphone said:

    They look great! 

    Are you willing to make some "medium" shields? Basically halfway between these small pelte shields and aspis hoplite shields.

    By medium you Mean mesh. Or they have new textures included ?

    Also. Will they keep the round shape or just a plain shield like rome cavalry shields ?

  5. In that case xion_shield_round could be renamed to "round_01" for a more generic name. or "pelte_02" (theres already a pelte_01 in EA). is that the case and is historically correct (wich i supose based on your mod,) i could upload it and leave it in EA as update for the cretan pelte and only add the two in game and probably the Boss as discussed with @Stan` today.

    • Like 1
  6. On 7/12/2020 at 6:52 AM, Sundiata said:

    @Alexandermb, something for you?

    Hope the internet comes soon or at least someday to be able to upload. Been 2 months now whitout it and had a phone which doesn't even worked as hotspot, got a new one and been studying this week to finish the last semester test and end for this year. Hope with my mind clear from any new announcement of the university will have peace to work on at least one this.

    • Like 4
    • Thanks 1
  7. 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
  8. 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.

  9. 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
  10. 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,

  11. 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

     

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