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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. Splitted for keep animations topic clean.
  2. Sure, i will open a TASK later for update wicker vase and use it properly after leaving all other task finished. i went today to this material for change scenario for a lil bit for clean my mind from other task's.
  3. It have a good taste for Bake brand new wicker baskets, Wicker back shields, wicker celtic shields: Varely normal map. Strong normal map: Comparisson:
  4. Changing the sun position really helps to see... and i always thought it was the color being baddly baked, but is just illumination.
  5. Following this reference: Greaves: Note; the spartan aspis have a more orange/redish look following the old texture, athenian bronze shields follows the same helmet tone. @Nescio let me know if want the greaves for your mod.
  6. The only way i can test formation animations if they work is moving the variants to the 1st group, Yet still is very broken and worst than before, actor won't even recognize the order of the walking animation and just spread all the specific id animation in all the formation
  7. Yesterday i've did this for see how it would see with samnites: Yeah, the armor used all the draw calls possible even when its the same texture for all 3 pieces
  8. infantry using all the prop points for armor:
  9. 37 Helmets + Crest + Weapons texture update + Sheath + Both Greaves + Aspis + aspis Back + Handgrip
  10. With cavalry animations needs to be baked, otherwise the rider will be exported with increased height because of rider prop point. And i use a lot of restrictions often in rider
  11. Sorry about not being on touch with this topic or another, re-exporting all cavalry animations for an "8th time" for each changes is time consuming and also made a lot of adjustments to make everything faster and easier to fix or to add. I'll try bake a new metallic border for this shields. Mind if i have a proper fully visible reference of the metallic border?
  12. Im inside a facebook group of procedural materials and i liked a weave generator and i asked author if can use it on 0.A.D and he said yes: Heres the link: Now i can do wicker shields (hopefully?)
  13. A simple greave for testing purpose: Bake didn't went as i thought
  14. Sounds reasonable wouldn't mind adding more variants.
  15. They use both hands, that was me just showing the collections in the blender file (Thanks to blender 2.8) being lazy to change animation idle for a screenshot
  16. FYI: The blendfile will have props as weapons, sheaths, shields, helmets but also a Heavy Plate armor props for those artist who want to have a look at the armor bones:
  17. Started to add variants files for shields for finishing details. This TASK will have as pre-requisite this other TASK for commit. Everything working fine so far! Will end this to re-export cavalry animations once more for commit the animations fixes with the new sheaths and pikeman shields bones adjustments. Missing Themistocles shield texture (will do it today) And 1 Kardakes Hoplite eagle sillouette.
  18. I haven't touched anything related (yet...) i can confirm this.
  19. The game gains a lil bit more graphical fanciness being isometric. This feature included in game config will surely turn some players community upside down (plus their heads will be struggling getting used to)
  20. Thanks for the catch up, to be honest i mostly lost all of the notifications or mentions sometimes and forgot about some stuff.
  21. Gonna have to look over the video for notice that. About zoom HA! i knew it, everyone zooms in a lot to see details. i had a headhache because i wans't used to isometric
  22. After re-exporting cavalry animations i will be committing the animations re-export and fix. Will include something for this feature.
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