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wackyserious

0 A.D. Art Team
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Everything posted by wackyserious

  1. I think he didn't maximized the graphics options and played on outdated and maps with no lighting enhancements, I think
  2. https://artsandculture.google.com/exhibit/la-panoplia-ibérica-en-las-necrópolis-del-ebro-museu-de-les-terres-de-l-ebre/sQKSpLRfQB3xLA?hl=es
  3. 34. Looks really similar to the Montefortino helmet that the Rome faction use in the game, should we use it instead of the Gallic montefortino above or can those two be used interchangeably?
  4. @TKogumelos As for the helmets, I think if we can reduce the shine/spec for helmet I it looks like leather, maybe I can recolor it also and create lighter leather tones from it. helmet I, helmet III, helmet IV and helmet V on the other hand are ones that are depicted as metal objects, what are your suggestions? Are they also supposed to be made out of organic material such as leather?
  5. Also changed the footwear from laced boots into slip on boots and footwear with animal footwraps around it.
  6. @TKogumelos is this clothing pattern exclusive to the Balearics? Or did Iberians also used stripe clothing patterns? Could you also check if these clothing details and patterns are accurate for Iberian culture, since these are the current textures that we use for the Iberians 1.) The typical type we see in depictions 2.) Meander patterns 3.) Dyed short and long sleeved tunics
  7. Raptor has a really large following base, nice to hear that he wants to play the game more, acropolis bay does need a revamp, yeah
  8. https://mindhost.tumblr.com/post/125000816967/celtiberian-warriors
  9. Nice, we get audience interaction and suggestions over at Twitter, this is to be noted. He mentioned that the round helmet on the Iberian swordsman should instead be made of leather since no archaeological evidence supports that it is made of a metal material.
  10. Did I get it, or was it the pteruges that you wanted to be player color?
  11. Let me see if I can recreate the cardiopylax later
  12. Also, as discussed last year, Iberian style scales are to be replaced with Carthaginian or Hellenic ones too, since the material depicted could likely be organic as how @Ultimate Aurelian shared information in this thread. But I will not be replacing nor deleting the textures just yet, I will just add the new ones as how they are
  13. I still kinda don't get alexandermb's shield-making work flow with variants and how to properly use them but I can make textures for it, yeah
  14. @wowgetoffyourcellphone Thanks! Here are the shield textures so far. Modifying the old mesh is quite tricky, I am not that good with 3d softwares, I could try and push it a little more forward and see how it goes.. Waiting for a little more opinion on the stitched up cloth helmet before I proceed with the Iberian rework commit.
  15. Here's something @Radiotraining 256x256 resolution working files based on the Norse unit texture working files and current textures that I use norse_256.psd
  16. Let me patch up some of my working files that I still have with me, most of my materials were at my old hdd which I still haven't accessed yet to recover Yes, I am a project member for Millennium AD, just got occupied with school related stuff plus my old laptop gave up on me so I was not around for almost a year. Count me in, let's slowly work on things. First thing that I want to address is that if we should still use 512x512 textures or maybe use 256x256 since most of my current working files are at that resolution
  17. Do you guys need help with new unit textures?
  18. http://www.twcenter.net/forums/showthread.php?71605-New-factions-in-Iberia-TW-Gold
  19. Also wondering if we can use Millennium AD's round shield mesh to replace our old one in the game? Does it have too much polycount to be added as a prop in the game?
  20. Slightly adjusted the old helmet mesh and made a new texture for it. I remember @Alexandermb tried working on the cloth helmet too, should it commit this one instead? @Stan` Cleaning some unit textures too
  21. Updated my texture repository at wackyserious/0adtextures (github.com)
  22. Modified the short tunic armor mesh sleeves to make it more bulkier (so that we can lessen the reliance on arm props but the problem is that the uv was stretched a bit more) Also, I noticed that we do have, m_armor_tunic_short_med_sleeves and m_armor_tunic_short_short_sleeves in the mesh folder. m_armor_bulky_tunic_short.dae
  23. @wowgetoffyourcellphone Here are the .dae .png and actor files for the scale helmets scyth_scale_helmet.zip
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