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Stan`

0 A.D. Project Leader
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Everything posted by Stan`

  1. Copy the texture to your desktop, right click on it (maintain the right click) and move it to the blender window, drop the right click when your mouse is on the cross.
  2. To test it just drag and drop to your blender model =)
  3. Made One more, the sculptures will be added to the texture, once I'll get my first graphical tablet =D
  4. Oh I wasn't sure so i didn't say anything, next time ill write names on uvs... Attached : Dude, and his head. For Lion.7z
  5. I guess that will be for a mod, or a later version of 0AD because adding meshes, wouldn't be great for the lag. Also, painting all the textures would be a lot of work =)
  6. Stan`

    Faction: Norse

    There you, Bump and specs doesn't work though
  7. Nope, I can't. I'm not a good 2D artist at all, My models look good, because 0ad team did very good job on textures. Look at for instance the fountains textures i made from scratch. They are really really bad. This and organic modelling are my weaknesses =) I will work on it to fix it, but I'm not really improving. If you are able to find my posts on the Taleworlds forums you will see that i was not really liked, because my textures were when I didn't simply steal them from other models, horrible and so those guys were really harsh. That being said, I like helping people very much, but I like to do it well, and for this I need knowledge.
  8. I will start making tutorials for blender, when i'm more confident with it. Only real thing I did with it was exporting models, and that Minion on my profile Pic. So my knowledge is limited. I only make tutorials when I fully know something to avoid showing off. Texture is big enough for you to don't have to split it, but you can make two separate ones , just keep in mind that you can't crop the image, only delete the parts you don't want. It would be better that you work on this image only, to avoid errors, and to get used to making textures like the one in the game. Also, you can work somewhere else to do a perfect fit for the texture, and then copy paste it on the one I gave you. Your choice =) If you don't understand what I say I will explain it further.
  9. Actually you can't do it that way in blender, its way more tricky. Took me like ten minutes to do it in max, would have been double time in Blender.
  10. Hi lion here is what you asked for : - Two Obj meshes fully unwraped - One flat UV to fit your creation in photoshop. I reunited both uvs in one so you have one texture for both, that way the engine won't have to load two big textures. (Resolution is 1024x1024) If someone wants to help Lion you can here is an inverted uv the other has transparency, so you can directly add layers on it. ForLion.7z
  11. To all the guys in the art team (Enrique, Lordgood) at first I thought you wouldn't like me (laugh), the guys who should be (Lion Idanwin, Sightvar, Micket) and the guys for the programming team (Wraiti Sanderd, Historic Bruno) I want to say thank you for everything. When i get involved in something that i like I make so many thing that i start to forget about it, so I make this thread to recap what you helped me achieve. I hope I will continue to work for this wonderful project, and get to know you guys well, And also be part of the team one day =) To All Regards Stan Warning HUGE =)
  12. Okay, so I added foundations, lowered the hay props, and removed the donkeys because it feels like having animals that don't move is quite weird. We will add them when the animation will be done. The model just need the separation for the helmet prop and the decal on the ground, apart from that its ready for export. Here is the blender file RotaryMill.7z
  13. I could do that, need some knowledge about XML's though.
  14. The marble texture was made by me that's why it doesn't look good. Anyway what do you think of the models ? =)
  15. Stan`

    Faction: Norse

    I will have time, because i stop when I feel i need to bump my head into a wall, and making fountains, and tree is really quick.
  16. I feel like I must apologize. - About the unused polys, it's really simple, I use quads, and i divide the mesh until i get the shape i want to extrude in or out, and after that i collapse the roof that's why there are a lot of unused polys at the back. - About the unconnected geometry, three things are responsible for this : I'm an Idiot. They are from the old model, so i didn't make them. I didn't take time to fix them because everybody was so happy about the model, that I forgot to finish it. I thought it would be like the barracks, taking a lot of modifications to be accepted.- About the textures : Refer to "3" - About the foundations : Didn't knew I had to make them at that time. I'm sorry
  17. Stan`

    Faction: Norse

    Maybe I will do some, I'd like to be part of the 0AD team first =) Also, I have a lot of stuff to finish - Fountains - Gladiators - Stone Pillar - Rotary Mill - Mines/Carry - Moai - Iberian Barracks ( Enrique will make something from scratch)
  18. Stan`

    Faction: Norse

    Sorry for some the reason the model UVS didn't import correctly in blender and I had a hard time going around. I don't know how to enable player colors could someone explain to me ?
  19. Thanks Sander, that did the trick. For some reason, i guess it's my poor knowledge about xml's, I can't see bumps and specs on the building but i can on every other...
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