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Enrique

WFG Retired
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Posts posted by Enrique

  1. On 11/20/2016 at 7:32 PM, stanislas69 said:

    Regarding Agema helmet...

    Spoiler

    sele_agema_render.png

     

    sele_agema_helmet.7z

    Please take a look on how the helmet fits in the head in the following reference, the bottom edge line of the helmet should end very close to the eyebrows and the face guards in each side must extend to the chin. The model in this render looks like it's a very small helmet that doesn't fit enough (just look how high the helmet rests in the head)

    Also some geometry on the visor to break the straight pointiness of the form would make it look better.

    Reference:

    Spoiler

    b1d37f0f8cf7.jpg

     

    • Like 2
  2. 1 hour ago, WhiteTreePaladin said:

    Wouldn't the promotion animation fit better than the healing animation? (Might be confusing though)

    Promotion loop will be the capturing animation. That's why you don't see a specific "capture" animation in the roadmap.

    Promotion animation will be triggered only once when a unit is actually promoted. IMO they would look silly with an animation loop kicking to the wall.

    What I think it is needed is some kind of audio loop spawned where the building is being captured with the sounds of soldiers shouting/cheering noise. Maybe some other visual cues like the building flashing in a particular color or something. We don't have to rely on identifying which kind of animations the units are playing in order to know what is happening.

     

    • Like 2
  3. A good starting point would be adding the armour of the legs and trump in the elephant skin texture, and then do the armour of the right side of the texture with gold/bronze plating.

    Useful textures;

    binaries\data\mods\public\art\textures\skins\skeletal\maur_elephant_hero.png

    binaries\data\mods\public\art\textures\skins\skeletal\maur_elephant_siege.png

     

    References:


     

    Spoiler

     

    Seleukos7.jpg

    18_1w.jpg

    37_0.JPG

     

     

     

     

    Here are some tips in how to make textures in Blender by rendering!

     

    • Like 1
  4. 18 minutes ago, Lion.Kanzen said:
      Reveal hidden contents

    @Enrique you dont have this? in more res?

    only a bite more res.

    It's in the art_repo. File is art_source\art\textures\skins\props\shield\ptolemies\Enrique sources\Thureos production\thureos template.

    There you have a lot of different rims, middle parts, backparts etc to make your own thureos. The file is a GIMP file and there are a lot of layer subfolders. In each subfolder you'll find the texture, it's shadow layer and the mask you have to use.

     

    EDIT: @niektb the updated blendfile is commited.

    • Like 2
  5. 11 minutes ago, niektb said:

    Is it doable to upload the source files somewhere so that we can render our own shields if needed?

    Uploading to art_repo :)

    Textures for aspis with their masks and such are in skins/prop/shield/ptolemies/Enrique sources/Aspis production

    There you also have the blendfile for rendering called "aspis rendering.blend".

    In the blend each scene layer has a different shield. Lights are in layer 16. Just enable the layer of the shield you want to render plus the lights layer and hit render chosing any resolution you want. !Caution - the file is heavy and there are very dense meshes there.

    It will take some time to end uploading... just the blend file is 90mb

     

    • Like 1
  6. Looks very nice, it could definitely be used in vanilla.

    However, I'm still testing around the correct helmet placement point in the new units. As you know, current helmets are bigger and I'm trying to find a sweet spot where the majority of the current helmets look decent, and fix only those which look really bad when we deploy the new units.

    • Like 2
  7. On 6/11/2016 at 4:38 AM, wowgetoffyourcellphone said:

    I think this should be the Gallic farmstead in Public mod:

    The one they have the presently is too big.

    I agree.

    @stanislas69 Where can I find the file? I'd like to do some changes to the texture if you're ok with it.

    • Like 1
  8. On 11/15/2016 at 2:13 PM, Lion.Kanzen said:

    VEARatI.png

    Looking good. 

    I think that the vertical central parts of the shield should be also painted in white where the anchor is intersecting.

    Not a full-opacity white, resembling that the paint didn't stick as much as in the rest of the shield, but enough to distinguish the anchor from far away. 

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