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Everything posted by Alexandermb
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===[COMMITTED]=== Iberian Unit Textures
Alexandermb replied to wackyserious's topic in Completed Art Tasks
Good to see some love for the old forgotten Iberians. Lets hope for my baking break ends soonish and do their shields. Now they only need a building retexture since some of the texture quality are pretty bad even from distance because of the resolution or the vision it was worked in that time. -
Iberians Culture / Cultura Íberia
Alexandermb replied to Keinmy's topic in Tutorials, references and art help
i have planned to do shields for iberians someday with the same wood texture of roman shields and leather cover. Im just taking a break of baking. -
===[COMMITTED]=== Carthaginian Unit Textures
Alexandermb replied to wackyserious's topic in Completed Art Tasks
i used to be an adventurer like you, but then i took an arrow in the shoulder... -
Just told @Alexandermb to fix it, said its committed already.
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@Alexandermb
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Just committed them
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New camel and rider animations uploaded. You can start adding new camel unit variants to your mods.
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@lukamas might want to showcase it on blender and later go straight to Atlas when finished.
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Nothing, mostly animations i've changed was melee sword/spear attacking animations adding more motion/smooth transition. Wow is right, it probably would be an updated but not uploaded blend file. Would it be better replace melee attacking animaitons with "Static" and by static i mean remove the front step motion from the overal animation. i like The hoplite gif aswell the front step make it looks like a Gif being played. Wich was the first rule i kept by making melee animations following as it was before.
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included enough animations for Swordsman, Spearman, Javelinist, Archer, Lancer. Shield and No Shield Variant. New Death animation, new sitting idle animation for fauna camel. Overall improvement of the camel animations and mesh fixing some issues such as gathering meat legs being broken. Will notify when i upload the files.
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===[COMMITTED]=== Iphicrates (Unit texture)
Alexandermb replied to wackyserious's topic in Completed Art Tasks
Yep, usual javelin throw animation isn't accurate for heavy shields such as thureos or aspis wich make this clipping happens. I need to make some test on a new throwing animation for heavy or long shields for fix it. The pillum throwing helps but i need to do something like that but whitout the front step motion. -
Been working slowly on improve Camel animations and armature with the new knowledge i have been gathering with animations since i've did my first updated with the camel. So far i've reached enough material to only update camel but i want to deliver the camel with at least melee animations for modders and main game if its possible. I need you guys to let me know wich factions could make use of a melee 2H spearman or Spear+Shield camel cavalry to make at least a placeholder entity and test it. @wowgetoffyourcellphone @Sundiata @wackyserious @Genava55 @Nescio @Lion.Kanzen Only the factions and the visual reference, not the history behind them because im very limited with internet and can't read often the forums too much crash and loading times for a single page.
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===[COMMITTED]=== Roman Infantry (New texture)
Alexandermb replied to wackyserious's topic in Completed Art Tasks
@wackyserious Yas! committ that. -
Solo un ejemplo, fue lo primero que se me vino a la mente porque ayer veia en youtube un video donde apareció este. A mi se me acerca mas a la mente Dawn of War y los Marines o Deus Ex y sus mejoras internas o Cyberpunk 2077 en cuanto a tecnologia aumentada o "Cyborgs"
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They aren't cyborgs aren they? They are more like a different kind of civilization or race from the space with their own equipment or weapons. wich is different from a "cyborg" term.
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For a full race sounds complicated, for a "Terran" Race it would be best implement it as "Techs" for better damage or resistance or simply add new units with exo-skeleton or augmented limbs. Augmented "Humans" with melee skills.
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Wich weap positions would you guys need? i mean, bow from back, bow from quiver (Though i need to bake a leather quiver first for bow.)
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===[COMMITTED]=== Siege Artillery Rework
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
i've reduced the stone projectile to match the size of the lithobolos. The actual projectile is the size of the giant lithobolos. -
===[COMMITTED]=== Siege Artillery Rework
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
@Stan` @LordGood shall we use the new projectile decal used in the new artillery towers instead of flaming decal impact? -
===[COMMITTED]=== Siege Artillery Rework
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
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===[COMMITTED]=== Siege Artillery Rework
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
Well, siege artillery is finally done. I only need to do the different projectiles meshes and actors to finish. Giant artillery will be kept in case @borg- include that in the next changes for buildable artillery on the battlefield as proposed. Med ballista has the same size of the current artillery. Except for roman ballista wich has more lenght but less width. -
===[COMMITTED]=== Siege Artillery Rework
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
Well, as @Nescio theres no much difference between roman and greek artillery so i'll just change the capitulo and the frame position of the root: -
===[COMMITTED]=== Siege Artillery Rework
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
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Might want to tweak the top texture with brigther colors on wood to match yours.