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===[TASK]=== Kushite Units, Unit Textures, and Unit Props


wowgetoffyourcellphone
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i think it will be better an special helmet for the cav, every place i move it show a little clipping idk if its the head mesh enrique's left on the animations blender file, in any case if the animation don't show clipping on other helmets i guess i bet for a slightly bigger cap.

Also, @Sundiata  Horse UV.blend
 heres a blend file so you can work on textures, just drag and drop the texture on the left window
 

Spoiler

image.thumb.png.7e9d1102b210d659514d544759175d45.png


 

Spoiler

image.png.04b3f0cfc30e2d2263df9a06749096a9.pngimage.png.39ebca6f3d6b9683eb0c1577af58a6a1.pngimage.png.7f1abd047c95c6c512aea2041a515607.pngimage.png.eb27d7a6ee26d4cc832d9b8c1639d6f8.png

 

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17 hours ago, Loki1950 said:

@Sundiata welcome to the learning cliff ;) if it gets to slippery I think their may be a few guys that would not mind pounding in a few pitons on the cliff face for you there are literately thousands of YouTube tutorials for blender as well.

Enjoy the Choice :)   

Yeah, the community has been extremely helpful in many ways! And so has youtube. I'll start playing around with blender very soon :) 

 

@wackyserious So, that wasn't easy... lol... But I came up with some variations that were satisfying for me. If you could check if it's up to standard for you, you could use it to deck out our cavalry :) 

5a739b4bdb68c_Kushhorsetexture1.thumb.jpg.8147672ce02e2f2670c1c5a693a294b5.jpg

 

Variations and PNG files:

Spoiler

 

Tier one citizen cav:

5a739b5622932_Kushhorsetexture2.thumb.jpg.6a43d127933703581f04bbea9a035dc4.jpg

5a739b6c192bc_Kushhorsetexturetier1citizencav.png.0d04f2b1f567094fd86acd3796fbf73d.png

 

Tier 2 citizen cav

5a739b65cb00d_Kushhorsetexture6.thumb.jpg.ba341c52671896199c93543a571398d7.jpg

5a739b6ef045d_Kushhorsetexturetier2citizencav.png.cd7526fde593381f07710a7b8ea88148.png

 

tier 3 javelin cav:

5a739b61d17a0_Kushhorsetexture5.thumb.jpg.437ab37c58dbc8aa80e94c54a409d0f6.jpg

5a739b71c8896_Kushhorsetexturetier3javelincav.png.b67baa2ccd91fce05c82217facccb4d5.png

 

Tier 3 spear cav:

5a739b5ea341a_Kushhorsetexture4.thumb.jpg.6ce4927d1508c7c5546a7d9bdfa49cd7.jpg

5a739b753d352_Kushhorsetexturestier3citizenspear.png.1892536a87e6c215efc2d36b573b003a.png

 

Champion cav and mounted hero:

5a739b59e3f40_Kushhorsetexture3.thumb.jpg.6386cfcdcee428771af2623a86ca9d64.jpg

5a739b690b92e_Kushhorsetexturebronzechampionandhero.png.f063129696a2d9522f63350b89cf9854.png

 

 

@Alexandermb Thanks again, that was really helpful! 

Edited by Sundiata
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Tip, try to duplicate the metal discs layer, then set the brightness of the duclipated layer to zero, put this solid black image beneath the previous layer and create 3 copies of these.

You now have four solid black figures of the primary layer, you will then move each (1 or two pixels, ctrl + up/down/left/right arrow key) Combine these four solid black layers. This will somewhat create a shadow of dark outline of your image. I usually reduce its opacity between 30-75%

This is how I usually create hard shadows in 2D texture making.

I something create two sets of shadow layers (what I casually call them)

One is a few pixels moved (Like 2-3 times in each direction) This has a lower opacity, maybe 30%

And the other one is moved only 1 pixel in each direction (Just like in visual arts, the shadow tends to weaken as it goes farther from the object) So this layer has higher opacity since it is the one closes to the primary layer (or the layout/shape layer, what I call it)

Just my 2 centavos in texture making :D

Edited by wackyserious
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41 minutes ago, Sundiata said:

Thanks for the advice.. I'm redoing it starting with the leather bands, pixel by pixel... Though, moving a disk even one pixel can seriously distort them. 

 

No need to resort to a pixel by pixel level, selecting the current layer as active layer and simply pressing ctrl + one of the direction keys moves the whole selection or the anyting that is in the layer, just combine all the discs in one layer to make thing easier then proceed to the shadow forming phase :)

Generating textures really has a rough testing phase

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One way to improve it though would be to take those head metal rounds and use them as a stencil to paint in Blender. This way you'd get perfect looking metal circles with perfect projection. Might be tricky for a blender noob as myself wouldn't know how to do it.

Would people be interested in such a tutorial ?

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On 1/31/2018 at 11:14 PM, Lion.Kanzen said:

This beyond a mod, @elexis ? this only needs finish art and then try to balance with the other factions, and it's ready

But then there were no surprise effect when we would announce to implement Kushites for alpha 23 rather than just randomly committing that on a tuesday night after months of preparation with the best contributors for the job at hand.

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