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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. @Pablinski2 Best choice for baking would be made a whole new low poly mesh following the shape of the colossus, though it wouldn't be easy on the cloth of the arm. Also, can i use it to bake a normal map of a greek face on aspis shield so i can rebake this texture? It wouldn't be 100% accurate but at least is something we could have for update it
  2. So you want a cleaner version whitout scratches and whitout alpha channel of the Right side?
  3. so if i name it, should it be aspis_mace_## or aspis_succesors_##?
  4. So, remane it to Athen_alpha is want you meant right?
  5. La mejor que hay, (Best of all). si entiendes inglés todos sus videos son los mejores. (No he podido lograr abrir el chat para pasarte un metal)
  6. Fast and good enough tutorials for learn in minutes to Rig and later to animate but first you need to know how the rig will work:
  7. After cleaning with new mat and blender 2.81: From 45 minutes of overheatting and high poly to low poly bake. To 13 minutes of direct rendering.
  8. First look of the first aspron updated and animated ingame: Note: GPU_Skinning Enabled.
  9. With the Blend file, testing the posibility of adding Animated Asprons:
  10. Might want to use "spoiler" button so the topic don't grow extensive like: Shields: Designs: Carthage: Animals and other stuff: New recently done:
  11. @wowgetoffyourcellphone @Genava55 maybe a simple dot refering to the places were the player color shows on every pattern could help, since the references are just brown and kind purple, would that brown/purple zone will be the player color?
  12. @Stan` oil shader i was talking about can be used to get that dirty look on the bottom.
  13. Fixed in https://code.wildfiregames.com/rP23574.
  14. @wowgetoffyourcellphone gonna take a look at it if possible with the before update mesh and adjust the UV's that aren't properly placed have my doubts too but didn't saved the mesh before update, mostly the one you are looking is a downscaled version of the Asian elephant due the lack of the original blend file to avoid lossing the animations already done before. it was kinda tricky to do that but at least we now have the blend file to fix any inconvenient easily and finally have a proper work space for the infantry animations on elephants.
  15. @Nescio saw you made a patch for replacing the cavalry archer with proper cavalry and left the chariot as elite or champion unit, would it work as replacement the model done or it need adjustments?
  16. @Nescio been trying to reply but here because of quarentine all services are getting worst but isn't nothing new for another day in Venezuela. Today i was able to fix the catafalque's issue aswell as the trader and packed siege engines. Will do the replacements of the infantry later or soon enough. The most controversial is the athen javelin hero because of the animation being the clipping reason, i belive it would be better replace the shield with a peltast shield isnt it? what do you think? Finally i will continue slowly since i don't have a stable internet connection and been working with the bear recently commited by @Stan` recently and will continue with partridge if i found the solution to a bug happening only with gpuskinning enabled. I won't be able to reply sometimes but i will be able to read.
  17. maybe a front perspective of the crest in SVG could make it easier to apply boolean (engravement on mesh) and make the crest.
  18. Need, help im lost, been studying from 5am to 1am non stop
  19. Not necessary, have an example of automatic weighthing: This is a mesh and armature im doing recently so haven't been tested in Atlas: Droid tip.mp4
  20. You mean parented but not connected ? Keeping offset. Yes they can, keep in mind what @Stan` mentioned about names. IE if my unit armature has Foot_R and your armature has Foot_R only one of them will work. However they can have a prefix such as Unit_Foot_R and Bear_Foot_R will work together. Also mesh needs to have every vertex weight or group event if it's influence it's 0, or the mesh wouldn't recognize in-game the armature bone.
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