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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. I have a full body to render to give normal and diffuse to bodie textures, just need to get a proper hand uv to render the hand's i did a whole body bake:
  2. Those are the same hair spikes currently in game, i did an import then paste to the new mesh. Since its used only whitout helmet count's like a helmet+head?
  3. @Genava55 gaul's/briton's had face warpaint?
  4. Probably can do something with a few little triangles for non-helmet meshes and leave the plain version for helmet for performance.
  5. Used a bit of higher poly head model for alexander while i do the helmet after my semester end's:
  6. Forgot to use -Y at normal map bake. Long time no bake.
  7. Bonus track: Set of female heads to end the week since my semester start tomorrow.
  8. Tried to do Alexander as the statues found:
  9. Mod file just for test: New_heads (2).7z
  10. I'll add another mesh with narrow nose. Currently iberians:
  11. Addition of civilization specified head's by following the current schema. Currently missing only iberian's By the meantime since im updating actor's i took the opportunity of adding the combat variant to each melee infantry to add more immersion to the battle's. Now the actor's will play ready variant animations while approaching an enemy if selected to attack directly or using the attack-move order. I would like to add in the UnitAI component the combat state if the entity has selected the Aggresive stance so it will make a visual difference. Head was generated using blender provided human free assets. Here some screenshots: Hellenic: Achae: Han: Maur: Celt: Kush: Cart/Ptol: Combat variant Showcase:
  12. I rendered the wall's decal's at 1024x256 to make rectangular shapes. prob gotta render at higher resolution.
  13. Civ center is the center of the the city itself, it should be the beginning of the civilization. The concept should be either improve by aura political/religious concept's like theater's for Hellenic cultures, Libraries, improve the efficiency of political or fundamental investigation's, rather than being an elegant drop source, In fact, civ center should be a city conquest objetive instead of resource dropsite and maybe even bring a new concept of early game by giving a new existent building non buildable dropsite that decays over time, then we continue making dropsites by default as the storehouse.
  14. Thats a better implementation, black and white 2 had fértile áreas were the food rate was improved if the área was green wich means pretty fértile and the amount of Grain produced is better, and near some structures like temples or military spaces was almost red/yellowish.
  15. I'm back, gotta figure out how to make the tile's but in the meantime: Wall set The idea of the gate's having tiles is to make it look like the entrance to an empire. And managed to get the corners of the tower decal's fade off @nifa
  16. For Tachara and Hall or Tachara only ?
  17. Gonna be away this weekend, have the mod file to give it a test. Most of the Pers/struct added. Pers_decals.zip
  18. Elephant Stable: Before After:
  19. Done: Arsenal Houses (A to D) Storehouse Barracks Forge Market Fortress Hall
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