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Posts
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Everything posted by Alexandermb
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Thought it was uploaded before my bad. Yeah its amazing! i change screenshot samples from 120 of render to 4 and look how the denoiser do his magic:
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i meant to say that i would merge asian armature both for asian and armored. But doing armor as another mesh could be a good option also. even bake a more detailed one with the new scale material i've got. And yes, it has tons of useless materials because of the append of the infantry i've did, plus missing the horse texture for reduce the file size. And nope, the node and the mesh itself is in another blendfile for less size while also keeping the scene clean though i could add another scene into the same blendfile but i belive size will increase from 12mb to 70mb for the highpoly sculpt.
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Just like i've did with bear i changed bone names from "spineX, EarX, LegX. TrunkX" to Elephantidae_ just like bear is Ursidae_ for avoid glitch with other armature bones. If we had this kind of features this would be the perfect screenshot for show testudo animations:
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Armored should be merged into asian armature just like horses work with chamfron and peytrals i belive. Backup in case i mess up with something like last night:
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@Stan` improved the armature a lil bit by adding constraits and deleting tons of bones. Kinda finished but need to make the size differentiation between infant and African. for start adding the turrets and riders. We can have now the elephant armature in blender for repository finally.
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@Stan` horse blendfile with the latest armors and animations.
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@Stan` helmets file with all the hellenic helmets done + the romans. If i have some free time of mental block i'll add the celtic helmets to this blendfile for keep the repo with a single helmets file. Even maybe re-bake some for better matching texture.
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And the mesh looks good but on the asian elephant. @Stan` That reduce the amount of work.
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Actually looking at the armature its pretty much okay. Just will add constraits for allow movement for keep the blendfile. Plus add the riders animations in that file just like the horse.
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My plan was to make a whole new armature for the elephant following the same animations. While using a more able mesh keeping the UV. Thanks!
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Easier then. Back to the cataphract, i have everything ready in blender. only need to bake two pieces and make the chamfron only. Plus bake the green/purple variant i bake for make the player color. But im my opinion, we should split companion cavalry from cataphract. Gameplay wise one could be expensier in metal and have more defense (same hp) while being more slow. in another gameplay-like mod: Special Resource: One could be expensier in special resource (coin, silver + metal) Moral: In a mod wich implements moral on the battlefield, companion could inspire morale while cataphract doesn't but sustract morale from the enemy. Upgrade: Make the cataphract as an upgrade for the cavalry spearman (For having both) or champion cavalry. We already have this kind of upgrade for others factions. Selection: Make the seleucids select wich champion they want to develop if they want chariots + companion or if they want silver shields pikeman + cataphracts.
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Waaaaaay too much time before.
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Separate, can't bake that into the horse mesh (just like others blankets and peytrals) Two solutions: Animation re-export of 2h. Modify Spear mesh
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Cataphract peytral and blanket progress: Missing only chamfron and middle blanket. Note; Will turn the brown leather into player color.
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Reminder for myself: Use waves texture in blender as bump for the beard lines and use animation nodes addon for the circular shape of the beard.
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Yeah free houses are bad, remember my country. Nothing good comes from free stuff from your government
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===[COMMITTED]=== Compounded Linothorax (Unit Texture)
Alexandermb replied to wackyserious's topic in Completed Art Tasks
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===[COMMITTED]=== Compounded Linothorax (Unit Texture)
Alexandermb replied to wackyserious's topic in Completed Art Tasks
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===[COMMITTED]=== Compounded Linothorax (Unit Texture)
Alexandermb replied to wackyserious's topic in Completed Art Tasks
Peytrals, thanks for the clarification -
Done the higher cheeck piece type: Note: Cheecks can be used in any nieder/gallic/italic but now they are used as the whole helmet. i can separate cheeck pieces into props if desired.
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===[COMMITTED]=== Compounded Linothorax (Unit Texture)
Alexandermb replied to wackyserious's topic in Completed Art Tasks
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I've tried that before but i had problems with it (at least with my kind of materials) and always end with over reflective stuff wich ends in the full sky reflected in the helmet (a full white zone with kinda like 200% overbrightness). handling the bronze, iron, silver, gold etc was one of the hardest problem i've faced when baking my first helmets because of that. TBH reaching this point with the ones so far i've made its a tremendous advance. Btw, when i ended with the neiderbieber i've started a cheiroballista (i wanted to update the scorpio because its pretty outdated compared to others siege engines but i don't find a whole perspective proper scorpio references), i wanted to test my new wood material in something good, (The chariot was ok but i have to find a proper UV and design for the wheel) Cycles preview: