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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. i don't follow too much blender units because some use Imperial Units and i use Metric Units, when i scale up things to be able to revert it if need i use Ctrl + S wich scales the object 0.1 or 1.0 depending on how much zoom the camera has with the enviroment. I've only scaled 0.1 wich makes a little difference yet is more nociteable with ptolemy/carth elephants: So if unit is 2.04 Squares in blender 1.0000 Metric, that means Asian elephant is almost 2 units or 1.7 human units in game + 1 more on top for the turret.
  2. it actually need it to make proper reflective stuff take its own piece of the cake and also for future additions like metallic surfaces on futuristic mods, otherwise we will have to rely on plain stuff and maybe theres someone who wanna to something like this and not using the hacky method of skybox only because maybe it will have a glitch in one opportunity. But at least a proper cubemap or fake enviroment wich only shows on white zones of the specular map would look good enough. Specially for roman helmets.
  3. Adjusted turret position and also showing a Reflective enviroment bronze material direct render and see if its possible to render Stuff like bronze cuirasses and maybe armors or Scale mails with blender. Probably if it works continue the Secondary upwards scale texture for the seleucid variant for have multiple armoured elephants.
  4. @Stan` wondered about if footprint should be scaled, if that so. How much it will be changed to committ it ASAP with the template change,
  5. Yeh its possible whitout too much trouble i belive, only reexport the animations and the armature. And yes, is barely larger than ptolemaic elephant so it doesn't make a huge difference
  6. Do you have a more detailed reference? May help to have the idea how it should be, for first test this is how it ended looking:
  7. @Pablinski2 Best choice for baking would be made a whole new low poly mesh following the shape of the colossus, though it wouldn't be easy on the cloth of the arm. Also, can i use it to bake a normal map of a greek face on aspis shield so i can rebake this texture? It wouldn't be 100% accurate but at least is something we could have for update it
  8. So you want a cleaner version whitout scratches and whitout alpha channel of the Right side?
  9. so if i name it, should it be aspis_mace_## or aspis_succesors_##?
  10. So, remane it to Athen_alpha is want you meant right?
  11. La mejor que hay, (Best of all). si entiendes inglés todos sus videos son los mejores. (No he podido lograr abrir el chat para pasarte un metal)
  12. Fast and good enough tutorials for learn in minutes to Rig and later to animate but first you need to know how the rig will work:
  13. After cleaning with new mat and blender 2.81: From 45 minutes of overheatting and high poly to low poly bake. To 13 minutes of direct rendering.
  14. First look of the first aspron updated and animated ingame: Note: GPU_Skinning Enabled.
  15. With the Blend file, testing the posibility of adding Animated Asprons:
  16. Might want to use "spoiler" button so the topic don't grow extensive like: Shields: Designs: Carthage: Animals and other stuff: New recently done:
  17. @wowgetoffyourcellphone @Genava55 maybe a simple dot refering to the places were the player color shows on every pattern could help, since the references are just brown and kind purple, would that brown/purple zone will be the player color?
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