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Good news! exporting animation now works properly as mentioned some post ago. You don't need to bake the action. just modify the exporting settings an done! they don't used to export properly before ending on wrong animations due the armature didn't apply the constraints and restrictions.

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10 hours ago, Alexandermb said:

Im inside a facebook group of procedural materials and i liked a weave generator and i asked author if can use it on 0.A.D and he said yes:

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Heres the link:

Now i can do wicker shields (hopefully?)

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could you make me a base texture of intertwined reeds for my shields for my mod is that I can't use Blender 2.80 on my pc because it doesn't even open :(

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I made a wicker texture in Substance Designer some time ago if that can help.

I have a few other texture I haven't released, dunno if they could be used

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I have this wicker texture lying around

 

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1 hour ago, Trinketos said:

could you make me a base texture of intertwined reeds for my shields for my mod is that I can't use Blender 2.80 on my pc because it doesn't even open :(

What are your PC specs ? Maybe it's because the new blender uses a more recent OpenGL version...

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16 hours ago, Trinketos said:

could you make me a base texture of intertwined reeds for my shields for my mod is that I can't use Blender 2.80 on my pc because it doesn't even open :(

Sure, i will open a TASK later for update wicker vase and use it properly after leaving all other task finished. i went today to this material for change scenario for a lil bit for clean my mind from other task's.

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Following this tutorial i have recreated the scale material easier to use with another material:

Here a look:

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The material is controled by this "simple" node group:

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Color can be used as one or if want imperfection use both.

  1. "Tamaño de Escamas"; Traduced as "Scale Size".
  2. "Separación Intermedia"; This is handle the middle separation between scales.
    This little dot is the separation:
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    Value 1: The little dot is in the middle of the scale.

    Value 0: the dot goes up to the middle section of the scale. (i've increased the dot size to be visible)

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3. "Tamaño de Separación"; Traduced as "Size of separation". This one handles the lil dot size:

Value 1: Looks like a chainmal!

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Value 0: No dot.

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4. And last the Scale border (Borde de Escamas); This soften the scale edge:

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Blendfile: Will be uploaded later when my internet goes stable.

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3 hours ago, Stan` said:

They look a bit wide compared to the reference but great work !

Yeah i saw that after the bake but it takes 30 mins per baje (Normal/diffuse) so i leaved it as it is :P.

3 Test following references for scale chamfron/armor:

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First normal bake was wrong (forgot to change Y to -Y).

Persian winged:

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Sele Chamfron:

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And persian Bactrian cavalry:

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Just now, Trinketos said:

It's a shame for me not to be able to use your materials.
I hate the intel HD Graphics >:(

You can use them, by appending. (i use intel HD Graphics be sure to update your drivers) but with the DxDiag i can see the graphic chipset of your processor is too low for 2.80

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So i've spent most of the day doing this (because my pc is crappy and don't have gpu but just an Intel HD4000 and every render is 30 mins long and preview is 30 seconds per frame): 

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Experimenting with my base material for helmets and ships, plus another tutorial i've watched + everything i've learned so far. 

A fully zipped material into this:

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And this is how it looks inside:

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A WHOLE DAY FOR A SINGLE BARREL! Yes, thats how much it takes for my pc to experiment with materials.


Plus this i've baked for the persians:

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Missing if desired the lower player color zone:

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