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Everything posted by Alexandermb
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Achaemenid Persians and Median
Alexandermb replied to Lion.Kanzen's topic in Tutorials, references and art help
what about the others references on the link ? they are plenty, sadly i couldn't say wich one is accurate. -
===[COMMITTED]=== Update Camel Units
Alexandermb replied to wowgetoffyourcellphone's topic in Completed Art Tasks
thanks it finally worked, also saw some settings to reduce the speed of rendering and worked too, just went from 15 mins to bake 10242 to less than 1 min. The kushites have "camelry_javelinist, i think the camel should be renamed camelry_archer from the ptols Heres a comparisson, i will make the leather belts so if theres any desired specific textures for the blanket above the camel texture tell me so i'll make it or i'll leave the uv zone so @wackyserious or sundiata could make them properly since they are more skilled in the game unit textures, However the chest uv remains the same so it wouldn't be a problem recognize where the straps goes.- 162 replies
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===[COMMITTED]=== Update Camel Units
Alexandermb replied to wowgetoffyourcellphone's topic in Completed Art Tasks
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Achaemenid Persians and Median
Alexandermb replied to Lion.Kanzen's topic in Tutorials, references and art help
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===[COMMITTED]=== Update Camel Units
Alexandermb replied to wowgetoffyourcellphone's topic in Completed Art Tasks
@stanislas69 @lordgood i keep having this often the darker zone is the uv edges of the low poly mesh, why it keep lookin like that after the first 2 render did well? Nvm... is the CPU rendering... i spent hours trying to find this insignificant thing.- 162 replies
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===[COMMITTED]=== Update Camel Units
Alexandermb replied to wowgetoffyourcellphone's topic in Completed Art Tasks
Blender file. New_camel.7z- 162 replies
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===[COMMITTED]=== Update Camel Units
Alexandermb replied to wowgetoffyourcellphone's topic in Completed Art Tasks
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===[COMMITTED]=== Update Camel Units
Alexandermb replied to wowgetoffyourcellphone's topic in Completed Art Tasks
First texture, darker brown, at least 3 colour variants will be enough, will add mouth too, for know it already has it available for moving.- 162 replies
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===[COMMITTED]=== Update Camel Units
Alexandermb replied to wowgetoffyourcellphone's topic in Completed Art Tasks
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===[COMMITTED]=== Update Camel Units
Alexandermb replied to wowgetoffyourcellphone's topic in Completed Art Tasks
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===[COMMITTED]=== Update Camel Units
Alexandermb replied to wowgetoffyourcellphone's topic in Completed Art Tasks
in case its ok i don't see why not if render this into the camel uv i already did the high poly one still need to fix some texture placements- 162 replies
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===[COMMITTED]=== Update Camel Units
Alexandermb replied to wowgetoffyourcellphone's topic in Completed Art Tasks
it is possible to use this as texture? adapted to the uv "high poly" then make it low poly same process of before, https://commons.wikimedia.org/wiki/File:Camelus_dromedarius_at_Tierpark_Berlin_(1).JPG plot twist: Has a twin brother https://commons.wikimedia.org/wiki/File:Camelus_dromedarius_at_Tierpark_Berlin_(2).JPG- 162 replies
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[Request] Cavalry hunting and herding animation
Alexandermb replied to av93's topic in Art Development
@av93 any idea how it should be? i would like that when gathering meat cavalry should be unable to move unless its canceled like the pack/unpack, so i could do a fast unmount animation and do a real gathering using the actual one from the infantry in the rider and keep the horse idle. -
===[COMMITTED]=== New animations for fishermen
Alexandermb replied to Stan`'s topic in Completed Art Tasks
Can't see where it starts moving, i used for the net something similar to enrique's death simulation but instead of a rigid body i used cloth simulator, and pined with cinematic IK each bone to one vertex group so to the cloth simulation mesh, here's the file to take a look. Hellene fisherman.7z -
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@stanislas69 after keep learning how to bake better textures compared from the horse full blanket to this and others, remember me what other topics i left before where i could make an improvement and finish them properly. Same goes to the Xiongnu, i will make properly shields and other things now i know how, so it could end with a better performance meshes. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Post in this topic any kind of weapon/quivers/sheaths in need of an update, props needed yet not implemented, helmet goes to helmet topics, shields, to shields topics.
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Also, did this testing the same sculpting brushes addons i got in blender used in the deformation of the middle metal circle in the quiver.
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i've made this for easy handle for the weapons, and the next quivers i will make or those already ingame, therefore it will be problems since this calls one bow for the moment, and not all bows are the same so i think it could be solved like this Triangle empty Micro small with a prop point for a bow ( just like placing it in root) File using this micro triangle with variants of all bows ingame Quiver Variants the prop point will call the file with all bows all bows should be called the same in the variant name="x" function. Weapons / Triangle calling all the bows with frequency Greek bow > Greek bow Pers bow > Pers bow Curved bow > Curved bow Indian bow > Indian bow
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===[TASK]=== Kushite Architecture revision
Alexandermb replied to Sundiata's topic in Official tasks
@stanislas69 kushites.7z -
it was supposed to be brown but can't win one agains't cycles render. Arrows are prop points too, so you dind't had to make another "quiver_arrows" mesh.
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Has a prop point for a well fitted greek bow while gathering if its desired. References by @Lion.Kanzen
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===[TASK]=== Kushite Architecture revision
Alexandermb replied to Sundiata's topic in Official tasks
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===[TASK]=== Kushite Architecture revision
Alexandermb replied to Sundiata's topic in Official tasks
had to make the horn's as a separated mesh, about the size, what exactly is the size its needed? i assume that grey line is player color as it is alpha. -
@wowgetoffyourcellphone 110 but now i guess i can make one with a bith less, and a better texture.