Jump to content

Alexandermb

0 A.D. Art Team
  • Posts

    3.284
  • Joined

  • Last visited

  • Days Won

    166

Everything posted by Alexandermb

  1. Managed to get the belt from @Enrique high poly bake setup and adapted to the plane cuirass mesh:
  2. Eventually i wish to do this one for the carthage hero cardiopylax:
  3. And the bronze shields: Comparisson of the cuirass textures:
  4. @wowgetoffyourcellphone preview of the silver cuirass for the macedonians: With the ribbon belt tied in the belly and gimp maybe its possible to bring it back and give a nice shadow looking of the belt. Thought i don't have the belt texture alone.
  5. Tried that with a "tunic" generator i was trying also: See the results: (wich looks more like silk than cloth but thats the material itself. ) Good thing is the mesh works as i've expected selecting alpha and using only mask's as shapes for texturing
  6. Forgot to mention im using GPU skinning wich makes them look okay with norm map and low contrast, but as soon as i disable the GPU or "Parallax" it looks plain from the distance whitout contrast. (Also some contrast were hard to get because it was luck) For example the one i find perfect between contrast, norm map and color is Triarii Cuirass.
  7. Hello all! i've made this topic to show some cuirasses i've done once when i had proper internet connection but didn't had a chance to post it. This are textures (cuirasses) done procedurally with blender. So we can have them with normal and specular maps included in any possible color whitout too much effort. Some are recreations of actual textures with specular, normal map. While others are new additions following a few references i could get. Everything was done using Blender and some meshes and procedural materials. Scratches could be included in case is needed but every texture ingame of cuirasses didn't had a single scratch so i guess not. In the current state, i could upload every texture seen in the screenshots if its necessary or if it has a good visual quality to be introduced, and post here the alpha layers. Texture Preview: Ingame screenshots:
  8. Will add it today. By medium you Mean mesh. Or they have new textures included ? Also. Will they keep the round shape or just a plain shield like rome cavalry shields ?
  9. Fixed the typo and committed the spec/bump map. Don't know why it didn't checked the two text box. for the animations @Stan` and i re-exported the armature so they can work with the current armature, they weren't committed?
  10. Done: renamed to: pelte_cretan_bronze_01 pelte_cretan_bronze_02 pelte_round_cooper_spec pelte_round_norm_02 pelte_front_02 pelte_back_02 Added: pelte_back_wooden
  11. In that case xion_shield_round could be renamed to "round_01" for a more generic name. or "pelte_02" (theres already a pelte_01 in EA). is that the case and is historically correct (wich i supose based on your mod,) i could upload it and leave it in EA as update for the cretan pelte and only add the two in game and probably the Boss as discussed with @Stan` today.
  12. @wowgetoffyourcellphone what would require for the back for work? do the shields suit properly with those textures for replace the current ones in EA?
  13. Hope the internet comes soon or at least someday to be able to upload. Been 2 months now whitout it and had a phone which doesn't even worked as hotspot, got a new one and been studying this week to finish the last semester test and end for this year. Hope with my mind clear from any new announcement of the university will have peace to work on at least one this.
  14. As long as my phone service help me I could, however I'm unable to commit or upload something properly saddly. May wanna yrlñ @Stan` and he will manage to reach me from WhatsApp
  15. i don't follow too much blender units because some use Imperial Units and i use Metric Units, when i scale up things to be able to revert it if need i use Ctrl + S wich scales the object 0.1 or 1.0 depending on how much zoom the camera has with the enviroment. I've only scaled 0.1 wich makes a little difference yet is more nociteable with ptolemy/carth elephants: So if unit is 2.04 Squares in blender 1.0000 Metric, that means Asian elephant is almost 2 units or 1.7 human units in game + 1 more on top for the turret.
  16. it actually need it to make proper reflective stuff take its own piece of the cake and also for future additions like metallic surfaces on futuristic mods, otherwise we will have to rely on plain stuff and maybe theres someone who wanna to something like this and not using the hacky method of skybox only because maybe it will have a glitch in one opportunity. But at least a proper cubemap or fake enviroment wich only shows on white zones of the specular map would look good enough. Specially for roman helmets.
  17. Adjusted turret position and also showing a Reflective enviroment bronze material direct render and see if its possible to render Stuff like bronze cuirasses and maybe armors or Scale mails with blender. Probably if it works continue the Secondary upwards scale texture for the seleucid variant for have multiple armoured elephants.
  18. @Stan` wondered about if footprint should be scaled, if that so. How much it will be changed to committ it ASAP with the template change,
  19. Yeh its possible whitout too much trouble i belive, only reexport the animations and the armature. And yes, is barely larger than ptolemaic elephant so it doesn't make a huge difference
  20. Do you have a more detailed reference? May help to have the idea how it should be, for first test this is how it ended looking:
×
×
  • Create New...