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Posts
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Everything posted by Alexandermb
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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when i ended with the neiderbieber i've started a cheiroballista (i wanted to update the scorpio because its pretty outdated compared to others siege engines but i don't find a whole perspective proper scorpio references), i wanted to test my new wood material in something good, (The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:
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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:
