Jump to content

Alexandermb

0 A.D. Art Team
  • Posts

    3.462
  • Joined

  • Last visited

  • Days Won

    178

Everything posted by Alexandermb

  1. 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
  2. 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.
  3. 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.
  4. 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?
  5. 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.
  6. 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.
  7. @Stan` well, the sliders or shader mixing dont go further than this whitout breaking something like having overbrightened pixels.
  8. 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?
  9. I have the high poly version already done, thought getting the low poly is the hard part.
  10. 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.
  11. still testing with dirt on creases: Havent applied PC yet.
  12. 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.
  13. Yep, thats how its have been all the time thought not the most immersive feature imho.
  14. Trust me is cleaned, you havent seen the interior of the base color i use and the wood
  15. 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;
  16. 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.
  17. 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.
  18. Another "variant": This material matchs the one you asked once for celtic shields
  19. Using the color material i've used all this time for shields and helmets but keeping the leather bump and creases:
  20. Reducing norm and less stretched thought now it haves those dark spots:
  21. 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.
  22. Yep just saw it, seems like its an overwritted mesh.
×
×
  • Create New...