Jump to content

Pablinski2

Community Members
  • Content Count

    73
  • Joined

  • Last visited

Everything posted by Pablinski2

  1. I can now do retopology and bake normals, also animate if necessary. Good to be almost back.
  2. I'm just back, I've been doing some moving stuff since my 3D course is going on again, so I'll be off for a few months maybe but when I come back I'll come wiser, I'll be ready to do rigging and animation, I think that's pretty necessary rn, so I hope it's not needed in the future (that would mean progress is going on) but if needed I'll be here, so I guess I'll be off for a time. See you all soon and thanks for the opportunitty you gave me I'll swing by the forums when I have a little spare time (just like rn) Thx for everything and I'll be back
  3. I'm afraid I don't have any idea on how to solve the problems neither what are you talking about @Nescio , so I hope that @Stan` can help us.
  4. Actually there are 3 colossus there, maybe that's why there are too many faces
  5. Maybe some retopology to reduce polygons? I might be wrong but I think that's sculpture so it must be triangulated, and if at some point we want to animate the colossus it would be better to have quads. Just saying.
  6. It would maybe be cool that there were like 2 or 3 depictions of the colossus due to the fact that we don't know for sure how the colossus was, and you could either build the one you liked the most (in case it was buildable) or randomly selected. In case it was a prop of some campaign, each time there was a different depiction of the colossus. A lo mejor estaría bien que hubiese 2 o 3 representaciones del coloso, dado que no sabemos exactamente cómo fue, y que pudieses o escoger cuál construir (en el caso en que sea construible) o que se construyese una aleatoria. En el caso de que fuese
  7. There you go, the full mod, hope you like it! pablinskis_mod.7z
  8. As long as it is mainly modeling, whatever is needed! Real an nick name plz. Pablo Pozo Pablinski2. You got the full mod including the gate and its armature? Do you want to include the round tower @Nescio asked for? I can do a few models and you choose :D. I've been off these days, sorry
  9. Thanks @Stan`! I will then add the round tower @Nescio asked for and then upload the complete mod here and then look for a new task!
  10. A friend of mine who is a historian specialized in militar history and fellow player of this game, and me, we want to create a new distance unit for the Roman civilization because Roman have only 2 distance human units (velites and italic cavalry) in comparison to the rest of the civilizations that have at least 3 human distance units. So we propose the Manuballistas. We could take care of the documentation and the 3D modelling (ofc with the feedback and the approval of the community) This unit was used from the year 100 A.C to the 500 A.C by the Roman Empire in some great campa
  11. There you go, I'm usually awake until very late, so if anyone needs anything just let me know palisades1mmodified is everything I've done until now pablinskis_mod.zip palisade_gate_closed.blend palisades1mmodified.blend
  12. This is what I'm doing and the error keep on being skeleton not recognised
  13. Okay, so now i export both armature and mesh together, name it anyway (palisade_gate_closed) and put the collada in its place and the xml in its place, What do I need toput in the xml, ¿palisade_gate_closed?
  14. The how should I name the mesh and how shoould I name the armature?? xD I'm sorry I thought that wouldn't be a problem
  15. I didn't change the armature btw, or at least, I don't remember to have done it xd PS: Just done the proccess of exporting to collada again right from the start and nope, I didn't changed the armature and the error keeps on being Line 393 "Recognised sekeleton structure"
  16. So I understand that one is the mesh and the other the armature, But how do I do the .xml file for the armature? I must export the armature and the mesh separately into .dae files right?
  17. Line 393 recognised Skeleton Structure It had two materials idk why xD, I will pay more attention next time!
  18. There you go gate_closed.blend
  19. Soy de Cádiz xD, but let's keep in english so people can understand us, if you want to talk in spanish dm me
  20. Okay, now the error is Line 570 "mesh has single set of polygons" I called those vertex, "lonely" vertex xD (vértices solitarios/separados) in spanish xdd
  21. You mean I've got to add this "supports"?
  22. I don't understand what you want me to do What do I delete? The gate? The armature?
  23. Tried this and I still can't
×
×
  • Create New...