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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
Another texture done + Gold Boss 2nd variant.: Its missing a detail in the middle both sides: I belive it should say something inside the rectangle? like LEGIO ? or not? -
===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
Here a preview of how the wings are done (at least a part of it) using only modifiers and not curves neither handplace. -
===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
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===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
@Stan` i know theres a material called "objectcolor" but i wonder if it can be applied with parallax? because in some cases maybe the shield should just remain in one color for specific cases like preatorian guard and those things. -
===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
Yeah thats what i meant, i just discovered that in the seleucid pikeman_e shield while doing the golden variant. Thats how i achieved a better specular map and less rubber look on the bronze Helmets/Greaves. Also can be appreciated in the bronze boss of the hastatii and advanced/basic triarii. -
===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
It has a slightly more yellow/orange contrast compared to bronze, yet the specular has a different tint. -
===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
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===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
Si te refieres al ultimo sep, sin embargo hay varias variantes dependiendo del artista que las colocan separadas, a veces juntas, a veces en otro angulo. Decidà hacer la que me permitiera blender para mantener la curvatura. Starting with Rectangle Scutum: Base shape done: Has a slightly small gold Rim. My first design to do is this one: Later this ones: -
===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
Since the rome_champion_4 use the same scutum marian, i gave the marian shield to the centurion and leaved the winged one only for the legionary: -
===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
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Warcraft 3 Reforged Model Bandit javelinist 01 "brigand": Whitout holding the javelin in the sky all the time, all who plays it know he is a javelinist.
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===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
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===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
isn't the exactly same number neither the exactly same design as the reference but this is what i could achieve whitout struggling too much in blender: Note: Custom player color. -
===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
Still WIP but here comes the start of the marian scutum: Normal maps haven't been applied properly for the whole shield base. Need to bake the normal map and diffuse for the iron rim in the spina following a reference: -
Fixed the latest mentioned in my SVN folder, im looking if any actor in the game use this ones: So far our stuck or "T" animals are bear and who else? Wildebeast got fixed with the zebu commit.
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Probably not, they are far more difficult to animate and may end forgotten like bear wich already has some basic animations but yet haven't got any texture/norm map So far my only success in animal animations was the horse and still can have some smoothing tweaks on it.
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@Sundiata sadly for cavalry i can't use longer idles than 60 frames, since this would end in broken animations switching inmediatly one for another breaking visual. Maybe this would be possible after implement turret. @Stan` if turrets are implemented, also may be good to consider each horse in chariots and trader carts as another entity. Only as entity i don't mind if they still have the same chariot HP as a single entity but it could fix the sync bug of each horse playing the same idle, the same walking animation and the same death animation at the same time. Same could be applied to riders, if each one is considered an entity maybe this could give us the chance to have longer idles for riders and horses since they will be another entity.
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@Stan` i've renamed the animations from _a to _0# in swordsman and spearman animation, can you check if something is missing or went wrong?
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===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
@Stan` added the 5% white background to every texture. Gonna see if can get more designs for extraordinarii and will be done for the main game infantry. Will see what can be done for the marian legionary scutum. -
@Sundiata you can share some opinions and references if kushites may have another "idle" like gauls, you are the most appropiated for reference them visually in their life time.
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@Stan` fixed the 3 hoplite, but for fanatic: The new idle i've done for the gaul/brit spearman is relatively similar to hoplite idle but less "straight" similar to reference posted before so it works for how the fanatic is already: Should i use it for the celtic spearman and leave it as base for the fanatic?
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Reduce shadow quality or even disable it, i only have 1GB Vram with HD 4000 and that causes a lot of lag in my laptop.
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Fixed, im making a mod file and lastly a diff. patch with the ready variant updated and see if we could implement it for infantry.
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Proceeding now with the hoplite animations tweaks and renaming.
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Fixed in last commit.
