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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. Made 4 Running animations for the elephant: Run: Charge_R Charge_L Charge_Mixed: Both L/R Mixed in the same animation with 40 frames lenght instead of 20
  2. 1 Be sure to update your SVN, here in my SVN is working properly. 2. Haven uploaded scabbard nor carnyx, will give it a look after merge the celtic helmets into the blendfile of hellenic/roman helmets and if possible even rebake some. 3. So only one bronze tone? one darkened like the iberian hispano chalcidean its okay?
  3. Rome_apulo_corinthian_b2: @Stan` can i delete this? it doesn't even have shape nor uv properly, it just a distorted uv in a bowl.
  4. @Obskiuras we have the wood and the thatch i will post updates when i experiment with some mud wall with scratchs wich shows the wicker.
  5. Only two Squares, unless spear height is increased: But he doesn't have any animation for atacking front yet.
  6. Offtopic, is this attack range for the elephant intended?
  7. Reference TODO For spearman Vanilla 0.A.D.
  8. Never, my default blend start file always have HDRI. It was the color node had another color group instead of the one i've used for helmets. @Stan` if its okay if i make both versions work? and possibly a third variant? for have some variety on the elephant armor. They are quite big and are is quite easy to note the "Copy Paste" in gameplay so a lil bit distinction should help some.
  9. Using only wood and the kush nuba camp roof modified:
  10. Yep i like that tone too, but imagine this is the same helmet material and still looks different, thats how messy are the blender colors when baking. It should get the same color of the helmet but doesn't, And also @Sundiata has a point on that, following the reference it makes sense the scale goes upward-
  11. @Obskiuras ok so, correct me if im wrong. We have Thatch roof, Wooden walls, Mud or Concrete? + Rock walls. is that correct?
  12. Used the door as exactly reference (Yeah exactly i've used dropper tool for take all the colors of the door wood) and got this beautifull wooden wall:
  13. @Obskiuras I have no idea, that would really help to find a color pallete for the wood. Here is another try with different color and cleaner:
  14. This a test of wood for the color pallette. (Also using the new denoiser) im looking for something dirtier for the germanics. Before: After:
  15. Mask added: Forgot to mention that after re-export all the elephants animations. Glitch was fixed when having GPU_Skinning enabled.
  16. It took me around 40 minutes to bake in 1024x1024 size 80 samples, 20 normal 20 diffuse. Only the main blanket in the first attempt: Reference:
  17. im a lil bit tired after fixing the whole elephant animations. Gonna give a shot if seleucid champion elephant armor can be better. From this YT channel, potential idle poses:
  18. Just the texture width/height or shape ignore the bronze deco of chalcidean helmet.
  19. African done by just editing the mesh of the asian, Having the 3 of them use the same armature with just different scale make its easier.
  20. Will give it a try after elephants if possible Thanks! looks good for having a good quality long hair like plumes. Sorry i bother you with this task but would it be possible one with this width. Same resolution quality later i guess it would be resized but at least we keep the highQ one for the repo This time hair goes just like horse hair does. but using the whole texture area For crest.
  21. In case someday we will end having turret component and directional attacking animations. Moar Directional: Will leave this 3 animations only so any modder/dev can have them for test directional attack and sub-unit component.
  22. @Stan` just noticed that thats not the horse with rider file, thats the old one before fix. Will upload it to my drive soon.
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