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Everything posted by LordGood
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It's lookin good! gotta rebake those AO maps!
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[reference] Han dynasty Chinese architecture
LordGood replied to Nescio's topic in Tutorials, references and art help
Kinojo and Jiayuguan are recent reconstructions, not ruined at all -
[reference] Han dynasty Chinese architecture
LordGood replied to Nescio's topic in Tutorials, references and art help
you're a godsend genava, its a pain in the ass to find examples for any of these but Ive found it fascinating 7 days to die used to let players build castles out of compacted earth but they since removed the feature, but it got me exploring these fortifications lol -
[reference] Han dynasty Chinese architecture
LordGood replied to Nescio's topic in Tutorials, references and art help
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[reference] Han dynasty Chinese architecture
LordGood replied to Nescio's topic in Tutorials, references and art help
Oooh are we considering taipa walls? -
cant wait to see units getting stabbed through buildings xP
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its not arbitrary if it looks good; and thats sorta my thing
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Love seeing your skills progress, Trinketos
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Go ahead, but see if you can replace them with other, more regionally appropriate props
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haha i thought that geometry looked familiar, well done!
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Keep it to one topic please
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slinging from a horse would be horrifically difficult, a lot of the power in a throw comes from your legs, also the liability to your horse's head. Slinging accurately is already difficult, we probably dont see cavalry slingers because how wholly impractical that would be
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those sword hits are way too high pitched and overpowering the grunts arent as invasive as i thought they would be though, If you want flesh hits lion it may work well on death
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what iS tHIS? me likey
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you're not holding back on me are you This thread could use a little organization imo, only turn off here is the massive scroll bar x) Good place to use spoiler condensers?
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I'm not sure that will work for what he's going for The best way to keep track of how a prop will behave on a unit is to constraint lock location and rotation of the prop in question to the prop bone you intend to assign it to. Just remember to separate it before export. You will need 2 different prop meshes, one for each hand
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That depends on whether its an animated mesh or not. Meshes without animations need to be exported with child empties in the desired prop location renamed prop-yournamehere. Make sure your empties are selected on export if you export by selection, but make sure the mesh itself is the active selection. yournamehere will be the assignable point in the actor editor. In animated mesh files this needs to be a child bone on the armature instead of an empty, similarly named prop-something.
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what a cute building haha, anything to pad out a townscape
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this is my kinda thread
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Try removing doubles, or merge by distance. Extrusions that are improperly cancelled will double geometry and lead to some weird behavior. merge by distance will re-fuse the redundant geometry
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I abandoned this a while back, could make an officer, or Hannibal skin
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Very Hellenistic
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all units use the same base meshes, which leaves the textures and armor pieces. This was a fairly simple affair until alexander ramped up the unit detail lol. The actor files become very busy. Due to polygon reservations, buildings need to be made from scratch every single time, and regional architectural nuances need to be observed and replicated, as well as having the building layout make sense structurally, all this and falling within Civic Center standardization. Thats a ballpark 6-8 hour process. 27 times