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Everything posted by Alexandermb
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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when i ended with the neiderbieber i've started a cheiroballista (i wanted to update the scorpio because its pretty outdated compared to others siege engines but i don't find a whole perspective proper scorpio references), i wanted to test my new wood material in something good, (The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:
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Im all up for directional damage, and usage of shields. Even if its possible break chance.
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Yep, told about the color, already gone throught that time ago, the "dirt" add's the touch, for a "cleaner" and reflective helmet we needs the cubemap as a i mentioned before.
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Mod with the helmets in 1024 resolution (2048 for a cleaner edges normal map) for art repo.
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A good reference unrelated to helmets:
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Yep: art/animation/biped/gatherer/seeding.dae
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Neider_mormter: (Missing upper visor) Difference on the height of the back neck zone: @wowgetoffyourcellphone should i continue using the cleaner metal or the dirtier one for match the bodie texture?
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Do you mean use the new prop bones? Also, the actual texture is pretty good but the quality is lost in the resolution, specially in the edges
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The upper zone is okay, the lower zone of the tunic kinda could use some @wackyserious magic. also the belt.
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Im afraid of touching sometimes the colors because of the aspis bug, but here it is with increased brightness in the gray areas:
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1 i'ts take more time at least to me to do that. 2 Yeah but a pain to use if the model is an animal, and if other artist want to paint over them they will get lost because of the shape. 3 Thats a better idea. 4 That bronze is the one i've used for the persian conical helmet, i will reduce the gray tone of the white area just like @wowgetoffyourcellphone suggested yet i've been working with this as base since is the one ive used before.
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@Nescio as an example of how its work properly with the knowledge and reusing assets (horse included in this) and procedural materials, see how fast ive done tons of helmets and see how i can make properly variations of itallic and gallic. Back in the days when i've did my first "gallic" helmet like i felt proud but nowadays i look it and see what a waste of time i've spent doing it. it took me like a whole day to do it or maybe more, when in one day i've did 3 gallic helmets and reusing the gallic helmets high poly model i've done the itallic in minutes today. Same theory applies to animals, i reuse the horse armature and i reuse materials and that offers a better way of making models and updating high quality assets for reusage. My old gallic helmet is pretty much useless and limited to that model, while i can rehuse this helmet with 1 single mesh and use many cheeck piece as props for reduce the necesity of having tons of meshes of the same kind.
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While i would like to work on animals i don't have the proper materials to paint them (bake them) and that limits pretty much my workspace, i can't just take the actual model and do something with it because the actual models are pretty much rigid and unable to do animations like the horse ones. i've already have the bear with animations and mesh but i don't have the proper material or texture to work with and i can't just take the actual bear and adjust it or adjust the uv to the bear texture because they are a total mess, squared textures for animals are just a pain and useless totally. Just see how much time it took me to work with the new horse model before i've updated the texture. i spent most time adjusting the uv rather than animating. And clearly i won't like do something like cattle and being pretty much tie handed when doing textures and after some time have a better option to do them and easily one. So at least until i don't get a proper way of baking animal hairy skin i won't be able to update some kind of animals.
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Exactly, im thinking more in an RPG just like Titan Quest. With the power of RTS yet sometimes the engine limit so much the benefits or at least the work. i've been thinking on include directional firing arrow animation on horse movement, yet i don't know what would be the best option since i don't have the option to test it (kinda like doing testudo blindfold) Or making the tree fall when cutted down, generaly the trees were made whitout having that in mind and later that feature is desired but requires tons of work to make it possible and now at least i just imagine at least how it is now using sink animation like but reaching only the floor and using the "spawn entity on death", but you get the point. As my point of view EA is just as you say, the showcase. While mods like ABC and DE are the cherry on the top.
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Plus with proper formations working
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Thats true.
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You forget something here, if we enter in the whole timeline civ type we enter in another comparation: Rise of Nations and Empire earth. The only way we won't end being compared is being The best of that games with the best of others.
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Ive zoomed a lot because we can, otherwise if we were like aoe back in those days where you only could see everything from the distance. Its just like Warhammer Dark Crusade. Sometimes you losse some units because you got lost looking the death scenes animations.
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Speaking of that, im thinking on merge celtic helmets to "Hellenic" helmets blendfile with b2.80, ive done the persian conical and the gallic rome helmets in that file to keep a single file of helmets. Thats exactly what we need to avoid, just because we are an RTS we need to get stuck in a point of graphical uglyness because the engine already works like that, and neither because we are free it means we should be the uglier as possible.