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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. Some of the designs i have done so far (obviously following references though sometime the republic designs are hard to find compared to wings and thunder). Not gonna post the damaged versions so you can find yourself immersive discovering the feature.
  2. We just need the buildings, blood not so much, it doesn't take too much time for blood to get dissapear on earth surface or dust.
  3. Yeah, i don't like blood either, it looks like cherry gel neither flame textures but i know nothing about particles and decal textures. Maybe there are some blender procedural tutorials about blood liquid for render in a plane.
  4. on the left? Yeah it looks pretty awesome burned, it serve his purpose of besieged town. a good feature is that we Could leave them as a long decay time decal on the map so a player would know where a fight had place in the map. We know a poblation wouldn't settle in a fight scene fill of corpse until a long time has passed away. In other words, a poblation wouldn't harvest and plot in a burned field or full of corpses. An invincible obstruction decaying for time
  5. Good reference material to follow, already saw most of the paintings in other references (drawings and artistic paintings) but they use the same shield shape. Would it be better if i only use 1 shield shape instead of 2? and leave the actual shape we have for extraordinarii. Extraordinarii: Triarii And Advanced/Elite Hastati: Early Hastatii AKA Basic Rank Hastatii: Or just mixed ?
  6. IE: i don't know if some of you have played Mount And Blade Saga. This games offer a good massive meele combat scenarios where you are trapped in the middle of a formation whitout able to retreat or move to much but keep pushing and figthing for the win in the front lane, at this point you wouldn't consider taking care of your shield and you will use it until it breaks and survive as long as possible most of the time your shield always breaks depending on the quality of it (gameplay speaking), but it always get really damaged if you are a melee figther. Playing as viking in viking conquest every fight i had to stole someone else shield to keep myself alive agains't strong enemies (champion units raiders) The shield can be in optimal condition of course when the unit is at 100% Hp, But is pointless to imagine that in a fight "Shield wouldn't be that damage" or "That blunt wouldn't be there" Yes it does it will be strongly damaged, no matter what is the kind of metal or the strenght used agaisn't the shield. A human will preffer have his shield break than loose his life, a shield can be replaced a life doesn't. Plus considering the space and the amount of texture that gona be used its better to show a huge difference per texture than having an slightly and barely noticeable from the distance: Here an example of a gameplay view of the damage, barely noticeable the distance @Stan` already reduced specular, Here closer: One can think the history says "With your shield or Above it" yeah pretty romantic quotes but a soldier wouldn't say "Oh my shield is broken! i don't have honor, i preffer to die!" Another perfect example are the protest's of my country. They build shields to protect themselves of the bullets and granades, i was there and i know what a shield is and what it is his purpose when your life is in game you wouldn't have into account "Oh my shield!", you will use everything at your disposal to stay alive no matter what. Lowered a bit, increased bump strenght a bit, it looks like that because i had to change sun rotation to be able to see the bump + spec
  7. I Have to bake first all the damaged version before moving the camera (renderer) to another place, or i won't be able to reproduce the texture, so i first will have to make every design.
  8. Basic Scutum type C ISW - B + Light Damaged variant.
  9. Thats good, specially when sculpting with zbrush (generative sculpting) yet i haven't learned to use it.
  10. Thats the idea, getting damage over time until the shield is useless or barely recognizable, already tried focusing the damage on one spot, didn't work or would require another node tree wich im not aware yet.
  11. i applied 4 texture for the damage, though im thinking on leaving only 3 (4th one looks kinda too much damaged):
  12. My plan is to give specific shapes for each infantry, giving Oval-02 (Above texture) shape to hastatus. Hastatus B: Oval - 02 leather layers Top/Bottom Animals in the middle. Hastatus A: Oval - 02 Animals whitout Leather Layers. Hastatus E: Oval - 03 Wings and thunders. right now they use both the same shield in each rank:
  13. Testing another oval shape: (Light Damage version)
  14. Found another reference using it, i think im gonna leave it for the Basic version of the hastati, it also has another spina version wich only cover till the leather sides. Gonna use thats for hastati to have differentiation between Hastati - Principes - Triarii.
  15. Question. did they had this shield leather cover upper and lower? Because im planning to implement that for early hastati.
  16. Sep, pero el problema reside en que se llega a mas publico en general en ingles que en espaƱol, y que estaria a 5 fps en blender y el recorder jajaja.
  17. Managed to make the value of the damage affect the saturation of the boar paint and the amount of mud/dirt on the shield, so the more damaged, the less saturated and dirt it will look: Compare:
  18. Yeah, in a massive combat you could easily check wich is the wounded infantry and retreat him to have less casualties, because sometimes is hard to find wich infantry Hp bar is lower.
  19. Yep, gonna have to apply the same of the gauls shields about boss, since this does variate on the shields. But at least spina doesn't and that helps. Any place you think this material could be used for german textures? or goths? or even celtic buildings if they had any with covered walls. @Stan` an important thing to mention is when the unit changes "damage variant" it coutns as an entity replacement and it resets its animation if its attacking, is barely unnoticeable but in case that might affect something after, it happens also when a packed unit changes between states, its like if its were being placed for the first time in the map with atlas. Also its funny because the shield works as health bar, you wouldn't need to look at the hp bar if you play whitout GUI to know your infantry is wounded, you just need to look at the damaged shield.
  20. depends on the reference, they have 3 colors, wooden; gray, and player color.
  21. Having more zoom would had helped him to notice the big difference on the helmets specially corinthians.
  22. @Stan` i will have to tweak some animations of the testudo to make this new shields works (i've failed using a wrong placement of the shield because the other shield is way to far from hand), they have some clipping. Others game may ignore that but not me, i hate clipping.
  23. The first working scutum front texture: (50% damaged) Missing boss. Textures: Since they use the same spina on the shields, i've merged a new spina on the shield texture for match the colors and add damage on the spina. Looks cool! And found a way of making the same damage of the shield goes above the boar even though isn't the same material. Tried to make the damage concentrated on the upper zone though it doesn't want to obbey so this is the final work for a 50% damaged shield, Still missing 75% and healthy/10% damaged shield. This is by far the most complex material setup i have used in blender since celtic shields. Have to lower a bit the brightness on the alpha channel so it won't looks so bright, so a new one is on the way baking. Note: i know the board doesn't look that dirt but is because the texture being "renderized" and not baked removes some dirtyness because of the 2.81 denoiser.
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