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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
Sep, pero el problema reside en que se llega a mas publico en general en ingles que en español, y que estaria a 5 fps en blender y el recorder jajaja. -
===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
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: -
===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
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. -
===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
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. -
===[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
depends on the reference, they have 3 colors, wooden; gray, and player color. -
Having more zoom would had helped him to notice the big difference on the helmets specially corinthians.
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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
@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. -
===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
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. -
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.
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Blender AddOns, Materials & Tutorials.
Alexandermb replied to Alexandermb's topic in Tutorials, references and art help
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. -
Blender AddOns, Materials & Tutorials.
Alexandermb replied to Alexandermb's topic in Tutorials, references and art help
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: -
Blender AddOns, Materials & Tutorials.
Alexandermb replied to Alexandermb's topic in Tutorials, references and art help
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" -
Blender AddOns, Materials & Tutorials.
Alexandermb replied to Alexandermb's topic in Tutorials, references and art help
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. -
Blender AddOns, Materials & Tutorials.
Alexandermb replied to Alexandermb's topic in Tutorials, references and art help
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: -
===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
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. -
===[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
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. -
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!"
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===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
Tweaking a bit the specular map gives a less rubber look: See left (Tweaked) to right example More distinguishable from the distance -
===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
@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. -
Please don't hurt me more with that horse icons. It hurts me how they used to be.
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===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
@Stan` @Lion.Kanzen using blender 2.81 denoise with 100 pass vs 20 pass: 15 mins vs 2 mins. Wich one looks better? -
===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
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
