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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. The people inside the ship, are regular unit's, they are made with the same scale of the new body meshes.
  2. Yes, they have 3 idle animations, and walk animation (remando), the only static is the ship leader because he only breath.
  3. after hours of working on the prop points, i've finally made it, got the people for the viking ship and say bye to ghost ships @Skhorn
  4. What you think about use this models for the norse faction, they have skirt-like body instead of the rectangular pants? @Skhorn@niektb @Lion.Kanzen @stanislas69
  5. I have learn how to animate each oar, so finally fixed the animation, and also added a bob animation when idle
  6. I keep doing models for maybe release the carolingian faction the next alpha client. models done are >Dock >Sentry Tower >Lorsch Abbey (School proposal) >(Maybe walls)
  7. Structure finished, i leave in your hands the history and function of this.
  8. just prop for testing, it needs some bushes around.
  9. I made a recolour of rome struct 2 and make the abbey look similar to the real one even in the gatehouse.
  10. The frontal building is the lorsch gatehouse, it needs to be fixed the uvs because it has spherical projection instead of cube, and the lateral building has too many images of it, so i din't know wich one is the real one. Also some information says its a rebuild of the historical carolingian structure. and the roof of the lateral building also have been lowered a bit because i didn't saw before it is less taller than i thought.
  11. This is what i found, and everytime i try to look references of carolingian architecture this ones shows up
  12. Finished this mesh i made for the caro faction wich is based on the "Lorsch Abbey", this may work for the caro school proposal.
  13. This have been the last models i made. Norse longphort (Still in aprobation or waiting for ideas and Norse sentry tower) for let the followers of this topic be aware of the changes, also i have been looking to make the meshes for the caro faction wich stills need wall, defense tower, gate, and dock
  14. The middle head have around the same poly count of the actual head mesh, maybe it can replace the mesh.
  15. Head more vertices (388) / Head less vertices (144) / Original 0.A.D Dudehead.dae (107)
  16. I made the head like the one's i posted before from scratch using as reference the other head, but made it with less polygons also i adapted the uv's to match the actual head textures, but it stills need eyes textures. and the hair/beard could be made apart for make it look more realistic. @stanislas69 @wackyserious
  17. El modo ventana es por un error en mi windows o tal vez driver gráfico que debo verificar jajajaja pero gracias por el detalle.
  18. I have remade the Drekkar lower part for make it more symmetrical, and as someone suggested make it more consistent to the faction colours the sail and added the animated oars from the senkkja to the drakkar. Milleniumad.7z
  19. It seems that this release works perfectly with the visible garrison points on ships, they no longer spams error "DefenseManager.json" when attacking, but it does spam error with something called "DefenseArmy"
  20. Yes, i would like to support the projects with ideas or models. and actually i have an idea i used on my millenium version: as the nords where carpenters and they work hard on every single ship they had made, i did a template to make the infantry swordsman construct the drakkars on the shores like a dock, but i don't know if the IA will know how to work with that.
  21. Fixed the uv's of hay roof and also added an important detail on the cc i forgot
  22. in case someone want to see the longhouse mesh, here i upload the dae file. textures are the same Note: Final mesh of CC reuploaded with roof uv's fixed and structure with the hole in the upper roof. New longhouse.7z
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