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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. Reaction test - 01: Sword shield taunt: @Stan` thanks the tool its really helpfull and easy, not like OTHERS addons wich don't worth to mention hahaha.
  2. Yep, would be better, do you know some of your magic scripts to make gif out of blender magically instead of "yeah this addon make gif, but you need to use gimp, photoshop, google chrome, find an unciorn tear and bolivars dream to make the gif, only that, i beat you can find it easily" Do you think its possible to have reactions animations? like being pushed back because the infantry got a sword slash on his shield?
  3. @Stan` also did another attacking animation, the infantry push forward with his shield don't know if its desired for any formation like roman preatorians agaisn't civilians?
  4. Scutum is relatively done, republican shields are done for the infantry and champion extraordinarii so far have 5 variants (planning to have from 8 to 10) Thunders and wings haven't been done, they are quite hard to get properly aligned TBH.
  5. Have to take a look at the armature. in other talk: Sword/Shield hit is done in ready variant some days ago but forgot to mention:
  6. Just in case after finish i will upload a zip file here having all the resources or designs i've used as layers for the forum to keep them stored somewhere, so we can have a safety backup in case someone can do something else with them:
  7. Thats because $ Artists offer a model and say "take it or leave it" whitout really investigating just because "it sells". They could do better because they have better rigs. Certanly i would take the task of sculpting the athenas statue but i bet it will be too much for my HD4000 crappy rig wich stutters almost on everything. Best artists are often F2P or Modders like Skyrim, Total War Saga or even Dawn of war. They put effort because they play it and they love it, just like we do with 0.A.D. i've started because i've liked all the ancient era stuff and want to improve (as far as my low end rig allow me) the assets i see, and here we are, with tons of helmets, shields, animations, models. Would someone else pay a guy for a 3D corinthian helmet wich probably would be totally innaccurate? Or better yet, use spartan models using braces because yes, because thats what the artist sold.
  8. Have been thinking on it and, it could really help getting normal maps on chainmail on bodies also, or belts.
  9. Thats impressive! thats way better for shields or walls. sometimes the height isn't baked properly in the normal map and count them as a plain (look the rim for example)
  10. It hardly depends on the reference and even the faction sometimes. Sometimes shields like seleucid mercenary spearman thureos have different spina as predominant paint or other case like gaulish shields. Remove it or add it based on our view would ve nitpickery and not relevant if we follow history accuracy: Even the old and actual shield textures despict them with (very scratched surface) different spinas tones based on the shield or reference: it only has shadow to show the spina and some geometry in the shield. But in other cases like samnite shields they do have as default different spina color: Or the iberian scutum: The spina painted following the shield paint is based on the reference and to keep the paint the re-enactor, historical art or evidence has to follow So far all of the references despict them having the same color of the shield as it is a leather cover avobe the whole shield and not only under the spina. And some others despict both different tone as the case of the wooden basic spina: From my view removing the spina color for have a gameplay view would be remove a part of the roman history. In other case like thureo they do have a wooden spina whitout paint/cover as reference: And even the game keeps the reference using wooden spina. Removing them because of "gameplay" would have been throw all the history references out of the board: Another example is this re-enactors idk if carthago had this shields but to keep the point they have both spina wooden and painted:
  11. It just need shadow (and depends on the reference some share the same color others doesnt) i was planning add it at the end of the update: Shadow added with gimp Xach effect:
  12. The model is relatively fast to do, the problem and the reason i've was stopped is the concrete wall texture. Thought the latest knowledge i've acquired in the scutum material would help me getting a proper wattle and dab texture.
  13. Definitely yes, the last gif is good enough reference to get the idea. Still love their UI their font and Icons. From all the settlers game this was by far the "game" and not the abyssal end they went throught the next releases. Would be better apply the shield/sword hit to the ready variant? it could work as taunting.
  14. Im gonna follow the shield shape and designs for the extraordinarii: The shape is slightly different, less oval in the top and bottom edges. Wich gonna be the end shape for the marian legionnary scutum
  15. Plain wooden, i didn't read the word "painted" before baking.
  16. Included two more ready animation for complement the new relaxed idles. B - Stretching shoulder. C - Looking both direction Already committed the fixed camel animations.
  17. Since im finishing yep, can fix those im not gonna be lost if i drop a bit the blend file (like i've did before) i guess we are missing rider, horse, elephant and scutum blend file arent we? Do you have any reference or draw of the animation so i can get an idea about how to do it (The more attack animation we have better). This is me literally when i don't touch a node tree after baking it after a long time:
  18. @Stan` i only need to finish a handgrip, and extraordinarii italic designs to finish the scutums (from what is covered in the main game) you can start reviewing for preparation pre-commit. Let me know if files are needed. 23 shields variants so far (22 excluding the gorgon face). Haven't done any thunder yet. The wooden spina gets damage too: And looks really nice! All the textures use the same normal map (3 in total) Boss still works a prop point for have variation. But at least the spina doesnt. Already tweaked some of the spearman idles to avoid clipping and Testudo, but still need to tweak some attacking and testudo walk + anti cavalry. Cutted a little hole in the back zone to give some depth. Bronze rim have a good specular map looking and bronze boss also: Gonna see if i include a covered in leather back zone shield for elite triarii. And if i bake a 3rd color variation for the back zone.
  19. lets be honest, they stole everything that wasn't roman, Womans, Slaves, Citizen, Military Equipment, Art, Architecture. They are the biggest thief on history.
  20. Honestly i didn't found any neither but this re-enactor i imagine is the same you found: But as far as i've learned from history thanks to this forum, romans seem to be the ancient pirates of the copyright. They kinda stole everything they liked in the battlefield and adapted to their own taste ie: Gallic Coolus, Corinthian to Apullo - Corinthian, Chalcidean to Attic? i wouldn't be sure they didn't used it, but i've just did it because i saw it once with the reenactor and then secondly with a TWR2 Mod and i already had the greek face design already done in the aspis blender file and say why not?, if its okay and someone found more evidence sure, if doesn't then its replaced by another texture.
  21. Some comparisson: Shields in rank order and alphabetical. Hastatii - Basic Rank: Hastatii - Advanced Rank: Hastatii - Elite Rank: Triarii - Basic Rank: Triarii - Advanced Rank: Triarii - Elite Rank:
  22. So i guess i will have to bake normal map again with reduced strenght:
  23. All this time i was wondering why the normal map wasn't doing anny effect on shield. So after a playtest today for see how the shields work on romans i've just realized i had illumination effect disabled...
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