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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. 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
  2. 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
  3. @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.
  4. 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
  5. @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.
  6. Nor the axemen, atm theres only kardakes skirmisher hoplite. Will make the helmet of the reference
  7. 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.
  8. 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
  9. 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.
  10. Has a prop point for a well fitted greek bow while gathering if its desired. References by @Lion.Kanzen
  11. 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.
  12. @wowgetoffyourcellphone 110 but now i guess i can make one with a bith less, and a better texture.
  13. thats better reference, so i was like its a lion, but i see it has horns, and others didn't had head what kinda pokemon i will end with ? but this works better.
  14. Ingame look, the normals works as they should so its magnific.
  15. Double sided as the reference, or both if you prefer @Sundiata
  16. idk why the processing don't wanna take the light's into account but heres a what it look
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