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Everything posted by Alexandermb
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===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
New one: I'm gonna start the preparatives for commit later tomorrow, gonna rename shields from _a to _0# following @Stan` request of naming convention. -
i swear i had good plans last night when ended with the capes for the hero animations but today i totally forgot what i was about to do.
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Blender AddOns, Materials & Tutorials.
Alexandermb replied to Alexandermb's topic in Tutorials, references and art help
Maybe a panoramic camera under the cube and a 4k Render. -
Blender AddOns, Materials & Tutorials.
Alexandermb replied to Alexandermb's topic in Tutorials, references and art help
@Stan` procedural clouds: -
Thanks! i need to check if it could also use riders variants and so we can delete rider capes folder, but this weekend is for finish scutum and if its possible hero specific animations.
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Just committed the fix for those, anything else missing? thanks for the checkref!
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@wackyserious maybe we could use this in the meantime if you have something planned for later: In the current state the brit champion texture terrible compared to the rest of the units, because of the low texture resolution it has.
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Committed the standarization of capes. Part 1.
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A small preview of the cape new actor: All of these units use the same cape actor: The actor cape have all the variants in the variants group: First implementation will be with infantry, if its possible and doest not break cavalry, it will be applied too for horse riders and elephant riders.
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Ah i see, its like Total War Attacking when the unit is pushed back, it looks good, but remember the attacking animations are generic of rall kind of entities, buildings, horses, ships etc. Would be weird having the infantry react in that way from a non existent attack of a building for example. That however would be good if it could be a small space between attacks to have an animation of reaction of being hitted.
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===[COMMITTED]=== Gallic Tunic Textures
Alexandermb replied to wackyserious's topic in Completed Art Tasks
IIRC on his design doc of shields distribution, Hexagonal plain are for Gauls while Hexagonal with a Moon Shape top and bottom borders are for britons only. -
@Stan` just noticed that after the changes i've done on animations of swordsman, shieldsmall variant and animations are useless and pointless to have, wich only leads to a confusing variants naming so i will delete them and only have "fast" as prefix for the jogging variants.
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I may need a visual help to understand what you meant, (Maybe lines on animations screenshots) but if any adjustment that could be done im open to suggestions. Doing attacking animations as mentioned before is more complicated (specially when the combat is an endless loop of the animation whitout reaction or wait timer between attacks)
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===[COMMITTED]=== Gallic Tunic Textures
Alexandermb replied to wackyserious's topic in Completed Art Tasks
Don't worry, commit it today i want to see them ingame . im just starting right now so nothing to worry about, i would only need to add the cape prop change on the gauls actors to keep in sync. -
===[COMMITTED]=== Gallic Tunic Textures
Alexandermb replied to wackyserious's topic in Completed Art Tasks
I will do a change on capes right now, (tomorrow if can't fix all the capes) i achieved the generalization of them following horse blankets actor naming. Name will now be: cape_"size or mesh*_faction. -
Made a new animation set for the thureo spearman. They use the hoplite variant actually, and it does not look good on shield position. Reference:
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i think i've managed to make the capes generic just like the horse blankets. Will be testing and if it goes good will do a capes actors cleaning, renaming and infantry too.
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===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
Some of them yes one is kinda hard to achieve, this one: Have to find a proper lion reference to achieve in blender + the birds in top. Rectangle scutum had only 2 textures, i've added 3 so its better still. -
===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
Testudo formation ended being better than before: Thats why using real shield/weapon placements and handgrips help to achieve a better quality animation. -
===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
@wackyserious know any other winged for rectangular scutum? @Lion.Kanzen @Genava55 -
===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
Depending of what units he uses, mostly will only need to change shield or add the shield group to the actors. others changes like roman scutum animation variant will be for him to choice. -
===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
@Stan` artistically theres nothing to fix? i'll be cleaning the files this weekend to have it commited soon this weekend. Having updated all the roman shields theres nothing else to do rather than clean the unused variants and remove the empty lines. Already got the testudo fixed animations with the proper shield placement. (And cleaner animations) -
Comparisson of the jogging animation ive done with the actual ingame: Right animation is perfectly suitable for this song:
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The Role of Women in 0 A.D.
Alexandermb replied to Thorfinn the Shallow Minded's topic in General Discussion
I've read all of it, but have nothing complex to say but: Yes! Bring Economy ot the game. Even Riots, atacking an enemy whos city is under fire because of constant rioters is even funnier.