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Alexandermb

0 A.D. Art Team
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  1. Some test i've been doing to match the skin tone of the head:
  2. Full player color: Half player color:
  3. Another example of skin with gaul clothe's :
  4. With the uv finally helping with the render's i have 3 paths for the skin tone to match the new head skin: Either bake the textures making all the pattern's for the cloth/armor's. Bake only the skin tone and add a layer over the current ones. Make a baked with norm map textures for the champion's and heros only. Each one of them will require some time so we can have first round of addition of head's and later skins or just a whole update. Dedicating precision and effort to maintain the current textures but with norm map's. Or just make the skin + chest prop's like cuirasses and lamellar's. Rn i'm liking how the shadows look's on the shirt's and arm's giving a bit more of realism on the distance.
  5. A test with clothes for gaul skin tone: Comparisson:
  6. are we going to have cubemaps reflections?
  7. tunic_short: tunic_long: player color:
  8. @wowgetoffyourcellphone Thoughts? Missing the clavicle adjustment and another tweaks. The neck blend's perfectly with the new heads
  9. AAA, yes yes, i flip the texture once its baked at the end when the uv's doesn't cause any trouble. I was doing the test to avoid skin issues if the bake is done for every culture for every civ to match the head tone: by issues i mean detailed shapes that won't end deforming in the final process. This is a deformation because of the uv target:
  10. Yeah with detailed textures the issue is bigger. im fixing the UV map of the target using the checker but since its not the same mesh.
  11. Missing head for Themistocles any reference? Tunic cuirass for themistocles baked:
  12. IE i use two bakings one with the diffuse plain color and one with the alpha layer as holdout:
  13. Probably i can, i belive i can use holdout shader, didn't tested but maybe it could work. The hair baking is kinda tricky becase of the shape of the curves.
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