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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. Using the color material i've used all this time for shields and helmets but keeping the leather bump and creases:
  2. Reducing norm and less stretched thought now it haves those dark spots:
  3. 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.
  4. Yep just saw it, seems like its an overwritted mesh.
  5. 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.
  6. @Stan` committing the elephant vertex fix, check if its have been fixed.
  7. @Stan` so should i leave the IK just like happened with infantry armature or remove them?
  8. @Stan` fixing the vertex weight of sails, after that i'll go with the elephants again for finish it. Only a few sails missing.
  9. 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?
  10. if everyone agrees for me thats the most acceptable option. Charioth shouldn't promote and neither should gather meat.
  11. 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?
  12. i belive this is it: https://svn.wildfiregames.com/public/art_source/trunk/art/meshes and animations/skeletal/animals/
  13. Yeah but we need it here and in art repository also. Made the infantry swordsman idles generic so it can work for shieldsmall, shield aspis, and normal shield infantry types. Also fixed a bug of the legionnary not having variant base file.
  14. Blend file: https://drive.google.com/open?id=1on-VcbkuXSLGzznlv9f7kSE_pukAgflL
  15. @Stan` got this, not really sure what this means: Nope, i need to do a "cleaning" of the camel rider animations just like i've did with horses, like find a better way of having rein instead of having it separated from mesh. Thats what it took me Months to properly animate the cavalry riders, the rein.
  16. Uploading to Drive with the latest changes and will post it here with edit. Edit: https://drive.google.com/open?id=1nnRrjBY_f6zm1-TM5sK1dv0gFCWO08r6
  17. @Stan` remind me wich ones are missing and the bodies that needs to be re-exported again due the vertex groups from ik's. Also if you have some free time, can help with "camel" animations re-export since are the only one's missing + maur trader but im doing trader now for end once for all . Open to suggestion for idles. TODO: Noble class animations. Rome inspired idle: Tweaked a lil bit the walking relaxed male to be less "well you can tell by the way i use my walk im a woman man, music loud and womens arm i've been kick around since i was born". Camel riders animations re.exported i have some free time and took the oportunity of finish the task .
  18. Probably not so much if Notepad++ batch renamer is used. since its just a folder its easier than renaming all the animations. IE i can use this little tool: And it will rename ALL the files in the art folder. Thought i would double check first before doing that.
  19. Done!, thanks for the checkref. Note: None of the elephants was altered, they remain the same even the baby ones remain unrigged for now. Neither i have added the armor ive done recently.
  20. another possible option would be apply decimate modifier on actual mesh so maybe it can be easier.
  21. As i thought is better to keep the frames sync in 60 frames for every idle, since this is the amount of frames we already have for horse idles and chariots, to keep them in sync.
  22. i've just done the driver of the elephant kinda generic for the 3 elephants, Missing only the back rider for finish them. Gonna commit the slave animations + another new variant for operators less unhealthy. And the other variants with frequency tag for have less natural animations and more static pose.
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