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Everything posted by Stan`
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I can translate if you want.
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Happy you do =) Will be my third model in the game thanks to enrique =D
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==[TASK]==[EyeCandy]== Fountains
Stan` replied to zoot's topic in Eyecandy, custom projects and misc.
Well I will need help for the texture, but what do you propose ? -
==[TASK]==[EyeCandy]== Fountains
Stan` replied to zoot's topic in Eyecandy, custom projects and misc.
316, fully triangulated. Though Its clean, I don't like having having half faces, =) -
==[TASK]==[EyeCandy]== Fountains
Stan` replied to zoot's topic in Eyecandy, custom projects and misc.
Can you show me ? =) -
Weird thing though, on some buildings like the iber fortress you can even see the bump... So I'm wondering what's wrong.
- 680 replies
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- millenium a.d.
- vikings
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Its in the repository atlas... So it's not enabled right ? It is in my standard game cfg though.
- 680 replies
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- millenium a.d.
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Poor guys... Your crucifixe is too thick compaired to those...
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Everything's done except that. AO + BUMP + SPEC are made, but for some reason don't show well...
- 680 replies
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- millenium a.d.
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You need to import my models X) yours are not unwrapped. Anyway, going to bed Goodnight.
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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.
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To test it just drag and drop to your blender model =)
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==[TASK]==[EyeCandy]== Fountains
Stan` replied to zoot's topic in Eyecandy, custom projects and misc.
Made One more, the sculptures will be added to the texture, once I'll get my first graphical tablet =D -
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
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Looks good =)
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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 =)
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Looks good to me =)
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There you, Bump and specs doesn't work though
- 680 replies
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- millenium a.d.
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Well In your opinion is it good ?
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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.
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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.
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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.
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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
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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 =)
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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