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Posts posted by Alexandermb
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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?
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so if i name it, should it be aspis_mace_## or aspis_succesors_##?
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Is this shield, seleucid or macedonian?
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3 Thespian Baked:
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1 hour ago, wowgetoffyourcellphone said:
https://trac.wildfiregames.com/changeset/23645
Athen Alpha, surely? Not Lambda.
So, remane it to Athen_alpha is want you meant right?
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57 minutes ago, Trinketos said:
Good source man xd
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) -
2 hours ago, Pablinski2 said:
I'll save this for when I learn to animate things!
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:
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First look of the first aspron updated and animated ingame:
SpoilerNote: GPU_Skinning Enabled.
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With the Blend file, testing the posibility of adding Animated Asprons:
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Might want to use "spoiler" button so the topic don't grow extensive like:
Shields:SpoilerDesigns:
SpoilerCarthage:
SpoilerAnimals and other stuff:
SpoilerNew recently done:
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@wowgetoffyourcellphone @Genava55 maybe a simple dot refering to the places were the player color shows on every pattern could help, since the references are just brown and kind purple, would that brown/purple zone will be the player color?
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15 hours ago, Lion.Kanzen said:
@Stan` oil shader i was talking about can be used to get that dirty look on the bottom.
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@wowgetoffyourcellphone gonna take a look at it if possible with the before update mesh and adjust the UV's that aren't properly placed have my doubts too but didn't saved the mesh before update, mostly the one you are looking is a downscaled version of the Asian elephant due the lack of the original blend file to avoid lossing the animations already done before. it was kinda tricky to do that but at least we now have the blend file to fix any inconvenient easily and finally have a proper work space for the infantry animations on elephants.
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@Nescio saw you made a patch for replacing the cavalry archer with proper cavalry and left the chariot as elite or champion unit, would it work as replacement the model done or it need adjustments?
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@Nescio been trying to reply but here because of quarentine all services are getting worst but isn't nothing new for another day in Venezuela.
Today i was able to fix the catafalque's issue aswell as the trader and packed siege engines.
Will do the replacements of the infantry later or soon enough.
The most controversial is the athen javelin hero because of the animation being the clipping reason, i belive it would be better replace the shield with a peltast shield isnt it? what do you think?
Finally i will continue slowly since i don't have a stable internet connection and been working with the bear recently commited by @Stan` recently and will continue with partridge if i found the solution to a bug happening only with gpuskinning enabled.
I won't be able to reply sometimes but i will be able to read.- 2
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maybe a front perspective of the crest in SVG could make it easier to apply boolean (engravement on mesh) and make the crest.
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On 1/20/2020 at 2:52 PM, Lion.Kanzen said:
Need, help im lost, been studying from 5am to 1am non stop
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13 minutes ago, Nescio said:
Therefore the ptol_siege_polybolos_packed.xml file should have <SpecificName>Polybolos Katapaltēs</SpecificName>.
As an added bonus (serendipity!), I stumbled on a 2009 article discussing the machine (@Alexandermb): https://core.ac.uk/download/pdf/55030687.pdf
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3 hours ago, Ceniros said:
Like the vertex groups need to overlap each other?
Not necessary, have an example of automatic weighthing:
This is a mesh and armature im doing recently so haven't been tested in Atlas:- 1
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7 hours ago, Ceniros said:
As for the bones themselves, can they sort of be separated but still connected like a black line connecting the two bones.
You mean parented but not connected ? Keeping offset. Yes they can, keep in mind what @Stan` mentioned about names. IE if my unit armature has Foot_R and your armature has Foot_R only one of them will work. However they can have a prefix such as Unit_Foot_R and Bear_Foot_R will work together.
Also mesh needs to have every vertex weight or group event if it's influence it's 0, or the mesh wouldn't recognize in-game the armature bone.
Wonder: Colossus of Rhodes
in Art Development
Posted
@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