-
Posts
2.079 -
Joined
-
Last visited
-
Days Won
90
Everything posted by wackyserious
-
I think this is where @Duileoga got the inspiration for the "Couro/Leather" labelled helmet in the props?
-
@Genava55 @Ultimate Aurelian @TKogumelos Can someone provide a context behind this crest? I recreated it from the current Lusitanian art assets but I have no knowledge of its background (also don't mind it being placed on top of a Ciggaralejo helmet, this is just for testing purposes )
-
===[COMMITTED]=== Iberian Unit Textures
wackyserious replied to wackyserious's topic in Completed Art Tasks
I will let you guys decide if the helmet I made is worth to be commited or if we should just retexture from the Coolus on the left, but we will definitely have a iber_helmet_ciggaralejo with its own texture which is an iron with a hint of shade of brown, similar to my helmet. This is the final piece and the major Iberian rework will be committed, followed by the Lusitanian faction mod rework -
===[COMMITTED]=== Iberian Unit Textures
wackyserious replied to wackyserious's topic in Completed Art Tasks
I was about to ask about the Coolus helmets from you guys, so should I reuse that prop or maybe like make a recolor for the Iberians? -
===[COMMITTED]=== Iberian Unit Textures
wackyserious replied to wackyserious's topic in Completed Art Tasks
-
===[COMMITTED]=== Iberian Unit Textures
wackyserious replied to wackyserious's topic in Completed Art Tasks
I can rework the texture details, it needs to be a bit more smooth on the edges right and add more volume into it? In what way does the neck guard need to be adjusted? -
===[COMMITTED]=== Iberian Unit Textures
wackyserious replied to wackyserious's topic in Completed Art Tasks
Should I opt to name it as iber_helmet_cigarralejo? So no other variations other than different shades of iron. To be clear this is a cigarralejo right? Are there supposed to be motif details for this or is this simply plain as it is? Can this be crested or ornamented on the top or have cheek guards? -
[Terra Magna] Terra Magna is now available!
wackyserious replied to asterix's topic in Announcements
A petition to subdivide this mod into crowd-sourced civ working templates over at https://github.com/0ADMods so that working and fixing on each civ can be done much easier. By doing that we can make sure that we still get alpha release for the Terra Magna mod cluster. Where crowd-sourced civ templates that didn't get fixed can be cut out for the latest alpha release and include only those that are compatible with the latest version. So that we can still have a working version of Terra Magna over at mod.io and the game's built in mod downloader, we can issue release statements on what mods made it into the latest release cut and what were left out due to the lack of development on those mods. This means that Terra Magna will only be a compilation and will not be available for SVN and instead you must look over the mods at https://github.com/0ADMods if you want to try it during in-between alpha developments period using SVN So far we have a lot of timeline compatible civilizations over there that we can potentially include into our mod cluster that are already over there. Illyrians https://github.com/0ADMods/illyrians Imperial Romans https://github.com/0ADMods/imperial_romans Judeans https://github.com/0ADMods/judeans Lusitanians https://github.com/0ADMods/Lusitanians_civ Thebans https://github.com/0ADMods/theban_greeks Thracians https://github.com/0ADMods/thracians Scythians (Proposed) Syracuse https://github.com/0ADMods/Syracuse-mod I just think that we need to consolidate and standardize each mod and provide an identifier in their repository names to make it easier to recognize and avoid having multiple mods, mostly having official repositories for these factions that abide to the game standards meaning no deviating mod content or concepts that stray away from vanilla faction templates or similar. @Stan` @asterix @Alexandermb @wowgetoffyourcellphone @Lopess @LordGood @Lion.Kanzen @Duileoga @Trinketos @Yekaterina and others you can guys tag along for this concept solidification for the future of civilization mods for the game and the next alphas. -
===[COMMITTED]=== Iberian Unit Textures
wackyserious replied to wackyserious's topic in Completed Art Tasks
Would this one do? @Genava55 -
===[COMMITTED]=== Iberian Unit Textures
wackyserious replied to wackyserious's topic in Completed Art Tasks
Looks quite really close to the celt_helmet_montefortino_03.xml that we have in the game, but without the cheek piece and the intricate outer rim on the edges of the helmet below. Would that work if we use it? -
===[COMMITTED]=== Iberian Unit Textures
wackyserious replied to wackyserious's topic in Completed Art Tasks
We have Roman Montefortino without the cheek piece, I think that could easily be added. That was what I am wondering about when I saw the Lusitanian mod helmets, it had a simple dome shaped helmet there and I was thinking if that was a Montefortino helmet, or an Iberian dome shaped helmet, or a Celtic Coolus helmet -
===[COMMITTED]=== Iberian Unit Textures
wackyserious replied to wackyserious's topic in Completed Art Tasks
Unit update: Viriato -
The helmet will be added into the game for the Iberian faction, so you can use it in your mod too. I tried to follow your details and recreated most of the textures that you made since your last commit at github (by most like almost every texture was corrected, I can commit it later if it is okay with everyone) Thank you also, and also I really love the texturing that you did for the Lusitanian units, why I corrected the UV map overlaps because I really liked your texture work for them.
-
I noticed that you stretched some unit textures and details got distorted or placed wrongly in the skeleton mesh UV map, I have edited your unit textures to fix it and the results are below. Asking for your permission to make changes over at the repository with the unit textures and helmet prop below @Duileoga Also I think the new helmets and helmet props that you created could still be improved (chain prop looks nice but I am wondering if the poly numbers are worth it for a simple helmet prop) I can help you with the textures if you could give me a mesh with a good UV map placement.
-
Added specular and normal maps, also added a hair prop This will be added in the main game as props/units/helmets/iber_helmet_montefortino_01.xml
-
Incase you guys are interested @Duileoga This is a texture edit of @Alexandermbs celt_helmet_montefortino_01 helmet texture
-
===[COMMITTED]=== Iberian Unit Textures
wackyserious replied to wackyserious's topic in Completed Art Tasks
Helmets including the Chalcidean occur in variations together with the Roman and Celtic Montefortino and the Iberian leather caps for the elite units. The greaves can be removed, I will remove them now for the champion unit, but what about greaves from the Punic wars? Like those that could possibly looted by veterans? This is the reason why I added a greave on one foot of the elite rank sprearmen. Added the slinger quilted cloth as suggested. -
===[COMMITTED]=== Iberian Unit Textures
wackyserious replied to wackyserious's topic in Completed Art Tasks
-
===[COMMITTED]=== Iberian Unit Textures
wackyserious replied to wackyserious's topic in Completed Art Tasks
What material could the Carro de Merida greaves possibly made of? What I made above are animal footwraps, would those be accurate? -
Interesting, is there a historical context behind the macemen champion unit?
-
===[COMMITTED]=== Iberian Unit Textures
wackyserious replied to wackyserious's topic in Completed Art Tasks
-
===[COMMITTED]=== Iberian Unit Textures
wackyserious replied to wackyserious's topic in Completed Art Tasks
Are those Hellenistic pteruges? and I might be also seeing linothorax shoulder pads, could it be interpreted as that? A Hellenistic linothorax with arm and lower body pteruges? -
===[COMMITTED]=== Iberian Unit Textures
wackyserious replied to wackyserious's topic in Completed Art Tasks
Do they follow the Celtic manner of wearing scabbards? In the left part of their body?