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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. 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.
  2. 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!
  3. 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.
  4. 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
  5. Cataphract peytral and blanket progress: Missing only chamfron and middle blanket. Note; Will turn the brown leather into player color.
  6. 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.
  7. Yeah free houses are bad, remember my country. Nothing good comes from free stuff from your government
  8. i don't want to be rush, but i've found a way of properly make this reference cataphract armor:
  9. 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.
  10. Done a more basic version mixing references;
  11. should i commit the latest chamfron i've did with the scales? Reference:
  12. 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:
  13. Im all up for directional damage, and usage of shields. Even if its possible break chance.
  14. 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.
  15. i can make you a belt following this:
  16. Mod with the helmets in 1024 resolution (2048 for a cleaner edges normal map) for art repo.
  17. Nieder_bieber with two visors: All of the gallic, nieder and italic works with the masks.
  18. Rome_nieder_bieber: Missing cheeck Helmets for comparisson:
  19. A good reference unrelated to helmets:
  20. Yep: art/animation/biped/gatherer/seeding.dae
  21. Oh men, this is such masterpiece:
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