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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. @Nescio would it be time to commit the last charioth with the corrections or i should left the actual one? intended as replacement of the actual persian champion charioth Here with the listed corrections: No forward/horizontal scythes on the yoke. Lower blades below the cart. Open Back. Only a central beam. Curved yoke for match the horse back.
  2. That skin shader looks very good to clean up and add norm map on body if its possible. If its procedurally generated to make all skin tones easily. Also te metal surface.
  3. Thank you, Actually i've have mentioned that around 3 or 5 times already in the forum but not directly to a graphic Dev. It certanly would add the fancy fake reflection good enough to make any metal surface looks like actuall metal.
  4. @wackyserious https://drive.google.com/file/d/1YzMStfr6T1fAobQQ1U3GxPznWFIY2S8v/view?usp=sharing
  5. Depending if you will export statics meshes or animations there's a few boxes to toggle before exporting. However I'm not nearby my laptop to send a screenshot from here until some weeks
  6. I'll download it in two weeks when I return to my home Thanks!
  7. Depending on how its seen, if it has auto refresh after a time it may be considered Cooldown. If we have an ammunation carriage like Risk of nation with an aura refilling infantry ammunation could reduce micromanage to only a single unit positioning and opening the field to "supply" attack strategy. if weapon switching is implemented with automatic switching when ammo is 0 or too much close to use ranged weapons wouldn't be micro. and finally with batallions i don't see any problem since archers will have to fully retreat with a single click to replenish instead of selecting a whole group of single infantry. Just like you mentioned. For one side the micro management of ammo would make players twink twice on attacking whitout supplies and relying more on melee infantry/cavalry. and less to massification of proyectil before melee hits. It has his pros and cons. Wouldn't really know until the feature is fully implemented with every option mentioned above is up to the plan.
  8. @wackyserious should they be committed as they are right now?
  9. Managed to get the belt from @Enrique high poly bake setup and adapted to the plane cuirass mesh:
  10. Eventually i wish to do this one for the carthage hero cardiopylax:
  11. And the bronze shields: Comparisson of the cuirass textures:
  12. @wowgetoffyourcellphone preview of the silver cuirass for the macedonians: With the ribbon belt tied in the belly and gimp maybe its possible to bring it back and give a nice shadow looking of the belt. Thought i don't have the belt texture alone.
  13. Tried that with a "tunic" generator i was trying also: See the results: (wich looks more like silk than cloth but thats the material itself. ) Good thing is the mesh works as i've expected selecting alpha and using only mask's as shapes for texturing
  14. Forgot to mention im using GPU skinning wich makes them look okay with norm map and low contrast, but as soon as i disable the GPU or "Parallax" it looks plain from the distance whitout contrast. (Also some contrast were hard to get because it was luck) For example the one i find perfect between contrast, norm map and color is Triarii Cuirass.
  15. Hello all! i've made this topic to show some cuirasses i've done once when i had proper internet connection but didn't had a chance to post it. This are textures (cuirasses) done procedurally with blender. So we can have them with normal and specular maps included in any possible color whitout too much effort. Some are recreations of actual textures with specular, normal map. While others are new additions following a few references i could get. Everything was done using Blender and some meshes and procedural materials. Scratches could be included in case is needed but every texture ingame of cuirasses didn't had a single scratch so i guess not. In the current state, i could upload every texture seen in the screenshots if its necessary or if it has a good visual quality to be introduced, and post here the alpha layers. Texture Preview: Ingame screenshots:
  16. Will add it today. By medium you Mean mesh. Or they have new textures included ? Also. Will they keep the round shape or just a plain shield like rome cavalry shields ?
  17. Fixed the typo and committed the spec/bump map. Don't know why it didn't checked the two text box. for the animations @Stan` and i re-exported the armature so they can work with the current armature, they weren't committed?
  18. Done: renamed to: pelte_cretan_bronze_01 pelte_cretan_bronze_02 pelte_round_cooper_spec pelte_round_norm_02 pelte_front_02 pelte_back_02 Added: pelte_back_wooden
  19. In that case xion_shield_round could be renamed to "round_01" for a more generic name. or "pelte_02" (theres already a pelte_01 in EA). is that the case and is historically correct (wich i supose based on your mod,) i could upload it and leave it in EA as update for the cretan pelte and only add the two in game and probably the Boss as discussed with @Stan` today.
  20. @wowgetoffyourcellphone what would require for the back for work? do the shields suit properly with those textures for replace the current ones in EA?
  21. Hope the internet comes soon or at least someday to be able to upload. Been 2 months now whitout it and had a phone which doesn't even worked as hotspot, got a new one and been studying this week to finish the last semester test and end for this year. Hope with my mind clear from any new announcement of the university will have peace to work on at least one this.
  22. As long as my phone service help me I could, however I'm unable to commit or upload something properly saddly. May wanna yrlñ @Stan` and he will manage to reach me from WhatsApp
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