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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. Fixed in the last commit, one removed, one replaced. Theres another issue i have to fix with death camel animation, elexist mentioned in phabricator. Have to check it thought.
  2. TBH i wish i had applied this material before to the celtic shields and the aspis without wood on aspis obviously. But i just learned that this days. This have a less plain look compared to the celtic shields and the ground dirt really helps to sell the effect. I want to achieve a slider in the nodes wich deletes the scratches one by one so i can manipulate the amount of slashes.
  3. in other talk following the topic: a friend of mine asked me for a bottle design for publicity work so i've just did a quick eevee work:
  4. i will apply layers to the shield, starting with a fully healthy shield, then while the infantry loose health it will change texture to a 35%-50 damaged then to a 75% while figthing, so the shield wouldn't gonna be only a "fully damaged shield"
  5. A sword would cut no matter what, and isn't the metal but the strenght applied, even if the sword breaks it would still cut the light leather cape. And yeah, the wood is undamaged but that goes beyond my knowledge to apply it and its unlikely i would add other weird stuff so i don't break the material again it was quite hard to find finally an alpha channel direct bake from blender whitout modifying with a 3rd tool.
  6. Maybe more lower, and random shape instea a Cube, Try use Subsurf and displacement on the cube to give a random shape . We already have something like that on the game, plus have you seen History Channel "Forged in Fire"? they make swords and that stuff and they do cuts in ice, wood, meat, leather etc. The blades cut almost everything when they are excelent quality, im pretty sure the leather wouldn't be thick enough to not scratch or show the wood since is just a fine leather cape (following the video i've seen about scutum assembly). the leather is mostly decorative and not protective, the protection comes from the layers of wood placed above each other. Have you seen the scutum topic latest change btw? Some of the ones i've baked last night:
  7. A este me referia, con solo una ala o lo que quiera que sea eso, es suficiente, yo aplico la simetria y los otros 3 se hacen por si solos.
  8. This ones; Maybe you could find better references for the animals thought.
  9. Solved: I am the I wish i had any kind of audio and proper rig and spread what i have leanerd so far of blender to all of you. Though the audio may be an issue since im spanish languaje native.
  10. Yes please , SVN 24 artwork is like jumping to a next generation due the amount of outdated stuff we didn't had time to fix in A23. I really hope the artwork done by all of us, plus if there are any new feature (couldn't say honestly i haven't played a proper game in months because i've only do blending) being more visually atractive calls the attention of more modders, youtubers, players, the community in general. Something like: "oh whats that thumbnail ?A Frea**** Corinthian helmet? Wow lets take a look! Wow look that Trees, that decals that cliffs, Look that brand new horses and celtic shields!" "look the new ptolemaics textures!" "Oh men look that nitpick goat in that illyrian helmet!"
  11. Tweaking a bit the specular map gives a less rubber look: See left (Tweaked) to right example More distinguishable from the distance
  12. @Lion.Kanzen can you make in SVG or even just as PNG the wings and any thunder/moon/stars you can if you have some time? i just need the sillouette with the inners details to use it as guideline while making the plain mesh for baking (SVG adds to many vertex so i just do a plain and adjust it using subsurf). Algo como un molde que seguir. para lograr captar los detalles. En caso de ser repetibles en simetria en el Eje X y Z. no haría falta que hagas ambos lados, con uno solo bastaria y luego yo aplico la simetria en blender.
  13. Please don't hurt me more with that horse icons. It hurts me how they used to be.
  14. @Stan` @Lion.Kanzen using blender 2.81 denoise with 100 pass vs 20 pass: 15 mins vs 2 mins. Wich one looks better?
  15. Yep, thats what i have been trying to achieve, thought i've only managed to add some mud? i guess just need to adjust the amount but its really hard to control the direction. Or probably isn't that hard but i waste too much time loading. I don't know wich causes the material to be so heavy in the preview. I could try to manage to get desaturation in the muddy zones in this better recently render: i might have a solution for that with the latest info @Stan` posted in blender addons and tutorials topic. But i wasted about 1 /2 hour today looking why the normal map of the leather wasn't baking then i've realized i unplugged a node for bake the alpha channel
  16. Thread for suggestions and references for the next artwork: Roman Scutum. Objective: Recreate Roman Scutum ingame textures. Have damaged variants using health frequency Starting with a healthy scutum and proceed with 2 damaged versions. 100% - 75% - 50% Base Textures so far done for have a workplace: Some references: I need front perspective reference of the boar, and other designs for properly draw them in blender and bake them as layers. Reminder for myself: Damage value amount: Healthy 0.900 Light 0.950 Medium 1.000 Heavy 1.100
  17. Managed to get less and small scratches: Im gonna see if i can clean more from unused nodes the material and leave it simplified for better workspace.
  18. inner geometry would be solidify, and that would be the rubble like CC rubble destructed but instead of going sink we leave the walls damaged.
  19. Yep, thats what i meant in the last line, this will have less variants compared to celt shields so it won't hurt having it for the romans. Also last night i left baking this one, with smaller scratches version. @Stan` wouldn't this work for making destroyed buildings?
  20. ingame the soldiers promote getting experience, the experience is acquired by combat, in combat your shield got damaged. Advancing through rank should show damaged gear and let polished and relic equipment for champions probably. Wich is also ingame for basic version wich is mainly the objective of the damaged variant: Not all of them gonna have damaged zones showing the wood neither. Im not sure about others opinion but damage, dust, rust, blood, scars, scratches, blunts would show the hard life and all the soldier had to go through in battle to get his rank. OR also the damaged would work using "health" variant in the actor, Since this has less designs and probably gonna have less textures than the celtic shields.
  21. one from Total War Rome 2 Modder, but also trying to re-do the ones already in game. And some youtube videos i've looking from "kings and generals" channel where it explains the scutum is some wood planks overlapped with a front leather cape all together joined by a metal rim. References: Applying what i have learned so far with wood shader random mapping: with 4 or 6 variants for the base texture is okay i think. Later comes the design's and final touchs.
  22. @Stan` well, the sliders or shader mixing dont go further than this whitout breaking something like having overbrightened pixels.
  23. Sometimes decimate breaks the UV wich is problematic when baking. Do you want the files to take a look and see if can get a proper low poly gun?
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