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Everything posted by Alexandermb
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I have the high poly version already done, thought getting the low poly is the hard part.
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Blender AddOns, Materials & Tutorials.
Alexandermb replied to Alexandermb's topic in Tutorials, references and art help
Im really close to get it, i just now need to reduce the dirt amount thought its getting hard. But at least finally got the proper player color in alpha channel direct bake. -
Blender AddOns, Materials & Tutorials.
Alexandermb replied to Alexandermb's topic in Tutorials, references and art help
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7Id rather go for the shield on back and keep helmet even raised for corinthian if possible. Looks better than deleting the whole equipment. But im pretty sure @wowgetoffyourcellphone would say the problem isnt the the variants but the citizen soldier feature. but for the most close solution to keep both citizen soldier and equipment would be only delete weapon while gathering. There are some sheats so they store the sword for the swordsman. And other advanced feature would be just like Dawn of Man. There is a call to arms button when you are attacked by raiders. It makes al citizen run no the nearest house to pick up weapons and shields if they had any and go no the raiders town direction.
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Yep, thats how its have been all the time thought not the most immersive feature imho.
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Blender AddOns, Materials & Tutorials.
Alexandermb replied to Alexandermb's topic in Tutorials, references and art help
Trust me is cleaned, you havent seen the interior of the base color i use and the wood -
Blender AddOns, Materials & Tutorials.
Alexandermb replied to Alexandermb's topic in Tutorials, references and art help
i had no electric power for 7 hours today and using laptop battery for around 30 mins let me clean a bit the material node tree: this is how it looks now: Before; -
Blender AddOns, Materials & Tutorials.
Alexandermb replied to Alexandermb's topic in Tutorials, references and art help
Probably, but in a such small view wich gonna be unnoticeable from the distance probably even getting closer. What we could use is another layer Above the player color after the whole baking is done. Having this only the dirt and the rest as alpha channel but for this for properly be seen after a re-scale i guess would be needed at least 2048x1024 texture resolution. Right now is 512x256 for testing but after the whole material is done i will have to bake a 1024x512 diffuse and normal map. And see how its going so far in 512x256 normal map: 1k could take 40 minutes, 2k around 2 hours. is a little tricky to get what you mention but i belive theres one way in the nodes to get that, thought its hard to control or at least for me when the preview is slow. -
Blender AddOns, Materials & Tutorials.
Alexandermb replied to Alexandermb's topic in Tutorials, references and art help
That would be great to have, but remember everyting will be replaced with player color, so the dirt on creases won't be seen at all. This is a plain red whitout player color for testing and still need to bake the new normal map for the 2nd variant with rim and add specularity. -
Blender AddOns, Materials & Tutorials.
Alexandermb replied to Alexandermb's topic in Tutorials, references and art help
Using the color material i've used all this time for shields and helmets but keeping the leather bump and creases: -
Blender AddOns, Materials & Tutorials.
Alexandermb replied to Alexandermb's topic in Tutorials, references and art help
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Blender AddOns, Materials & Tutorials.
Alexandermb replied to Alexandermb's topic in Tutorials, references and art help
Thats the idea, but haven't reached yet adding shadow to the leather creases but this is how it looks with bump: And ingame; Using displacement: Last one using displacement is looking good. -
Yep just saw it, seems like its an overwritted mesh.
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Blender AddOns, Materials & Tutorials.
Alexandermb replied to Alexandermb's topic in Tutorials, references and art help
Experimenting with a mix of shaders between those: "Procedural - Wood" and a new "Procedural - Leather". Ofc this is just a blender "render" so isn't the same of baking it. -
@Stan` committing the elephant vertex fix, check if its have been fixed.
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@Stan` so should i leave the IK just like happened with infantry armature or remove them?
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===[TASK]=== 0 A.D Ships Update.
Alexandermb replied to Alexandermb's topic in Eyecandy, custom projects and misc.
Fixed in: rP23058 -
@Stan` fixing the vertex weight of sails, after that i'll go with the elephants again for finish it. Only a few sails missing.
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Yeah it has more vertex groups since ive added constraits and some to bones to the tail, but they are duplicated? Props bones mess with the debug mode?
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@Stan` check latest changes.
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if everyone agrees for me thats the most acceptable option. Charioth shouldn't promote and neither should gather meat.
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What should be done for the basic version of the chariot? Remain as it is or be replaced with the new chariot having only the horse blankets and peytrals as difference?
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i belive this is it: https://svn.wildfiregames.com/public/art_source/trunk/art/meshes and animations/skeletal/animals/