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Everything posted by Stan`
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Too bad you can't release it. But looking at the number of polys, we wouldn't be able to use it anyways. Why is it so high poly ? I have this for now: I used some google references such as This one maybe better for 0 A.D. Probably going to make special palissade walls and doors for the carolingians.
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Enrique, might want to include it too ?
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Maybe is a bit up on his feet. I think if he was to walk with his nose close to the ground it would be to sense something, so his body would be closer to the ground too. Looks nice tho. EDIT : How do you make the background ? Is it some sort of curved plane ?
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I can make you a big screenshot. lemme see
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Well if you happen to have any assets we could use I just went with the carolingians as the franks had even lesser buildings
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Ah right sorry
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What difference do you make between champion and general Else i think its the way to go
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Added a death variation and two Idles. I'm too tired to make gifs right now. Zebu12.zip
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Just tweak it a bit
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I'm probably going to see an exhibition in Dublin about Vikings, I'll hold you updated
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I made some new meshes to replace the old ones, basically pine1 to 15 should be replaced, but I don't have the time to make them all. tree_pine are fine except for tree_pine02 Attached the blendfile & the exported files Fir1.zip meshes.zip
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Bumping this thread as we could use the one above, and here some other icons. I added the some effects to make the look consistent
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Running, charging, stamina and stances (with a bit of formations)
Stan` replied to Karamel's topic in General Discussion
Well Stamina is ready to be included and camouflaging is just me rebasing it so it leaves charge to karamel -
You could average the gathering rates ?
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Fixed the texture in the first post.
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How to create lowpoly trees with Blender 3D
Stan` replied to Enrique's topic in Tutorials, references and art help
I guess if the food print stays the same. selecting the trunk would do. We could also make the trunk sink to the ground . -
Updated the blend file. For some reason, the clean channels turned sampled keyframes (in light blue) into real keyframes instead of deleting them. I'd also like to have Micket's touch on that model bear5.zip
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First part yes, though it would not look good I think due to the core nature of the trees, (they are planes), and for the shadows it's the same ←.
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Haha, yeah, we don't use the dryer so I have a rope going through my room to hang stuff
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On\per niektb's request I looked at the fir (incorrectly called pine in the game)'s texture. I made some improvements to it, and generated a normal map. XCF and textures included in the zip file. I'd suggest removing pine_w.dds as it looks bad, and same for pine_snow.dds. pine_w2.7z
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No specular. For normal maps you need to have GPUSKINNING = true in the options. I haven't made it yet. Will make it if that is worth it.
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V9. Blendfile attached. Should fix the looping glitch. If you bake till the end (0:47) there is the same keyframe so should be okay for the looping bug. ZebuV9.zip