Alexandermb Posted Wednesday at 19:47 Author Share Posted Wednesday at 19:47 11 hours ago, wowgetoffyourcellphone said: Nice! Can you make a female Kushite one like this with a leather eye patch over one eye? For Amanirenas. A plain basic eyepatch or it is too modern? Btw i can make this facemask but i belive it will be only applyable to your mod. IIRC there was a rome mask helmet but idk if it was for Millenium AD or Imperial romans? Spoiler Link to comment Share on other sites More sharing options...
Alexandermb Posted Wednesday at 19:50 Author Share Posted Wednesday at 19:50 @Stan`Rebaking head shape with 1024x512: @wowgetoffyourcellphone Added eartip shape: Spoiler 2 Link to comment Share on other sites More sharing options...
Stan` Posted Wednesday at 19:57 Share Posted Wednesday at 19:57 What does the tex look like now ? (My guess is the top corners can be used for props) Link to comment Share on other sites More sharing options...
Alexandermb Posted Wednesday at 20:01 Author Share Posted Wednesday at 20:01 Spoiler Prob too little, but can be special cases baked with less width Link to comment Share on other sites More sharing options...
nifa Posted Wednesday at 21:53 Share Posted Wednesday at 21:53 2 hours ago, Alexandermb said: Btw i can make this facemask but i belive it will be only applyable to your mod. IIRC there was a rome mask helmet but idk if it was for Millenium AD or Imperial romans? Looks like the ones for the gladiators, in vanilla atlas-only unit and in DE trainable from the colosseum? 2 hours ago, Alexandermb said: @Stan`Rebaking head shape with 1024x512: @wowgetoffyourcellphone Added eartip shape: Reveal hidden contents Are you taking the pics from above in atlas with "ground" activated? Looks like they are cut off below the mouth Link to comment Share on other sites More sharing options...
Alexandermb Posted Wednesday at 22:50 Author Share Posted Wednesday at 22:50 56 minutes ago, nifa said: Are you taking the pics from above in atlas with "ground" activated? Looks like they are cut off below the mouth Thats correct. Link to comment Share on other sites More sharing options...
Alexandermb Posted Thursday at 21:54 Author Share Posted Thursday at 21:54 @wowgetoffyourcellphone Spoiler Just in case this was the first rendering test i did before head's for bodie whitout too much detail: Spoiler Mod file for testing, still work to do: New_heads (3).7z 1 1 Link to comment Share on other sites More sharing options...
Alexandermb Posted 17 hours ago Author Share Posted 17 hours ago Brennus with a new cape test: Spoiler 1 Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted 17 hours ago Share Posted 17 hours ago Cape looks great, ngl. The game needs a better variety of capes, too. We essentially use 1 cape texture for 90% of units. Link to comment Share on other sites More sharing options...
Alexandermb Posted 17 hours ago Author Share Posted 17 hours ago 21 minutes ago, wowgetoffyourcellphone said: Cape looks great, ngl. The game needs a better variety of capes, too. We essentially use 1 cape texture for 90% of units. Eventually. Same for Cloth hood's and if its possible a new toga texture with normal map. because cloth can be done easily if its plain for a cape. At least now that my current CPU and Ram amount can handle cloth physics. Link to comment Share on other sites More sharing options...
vladislavbelov Posted 4 hours ago Share Posted 4 hours ago On 11/05/2026 at 10:41 PM, Alexandermb said: Those are the same hair spikes currently in game, i did an import then paste to the new mesh. Since its used only whitout helmet count's like a helmet+head? Ideally - yes. Practically we need to choose appropriate number of polygons accounting how close camera in a regular game can be. Also I think baked AO shouldn't be so black as the human skin has significant subsurface scattering. So I'd make it warmer and leave darkening to normal maps. About normal maps in terms of the engine: they shouldn't contain noise as it's not good for compression quality and might lead to light flickering on our general scale. Link to comment Share on other sites More sharing options...
Stan` Posted 1 hour ago Share Posted 1 hour ago @vladislavbelov btw per civ is it better to have 8 256x128 textures or one 2048x1024 for all 8 heads but with 8 separate meshes, with identical geometry but different UV. (Sadly we can't specify atlas position in actor) Link to comment Share on other sites More sharing options...
Alexandermb Posted 49 minutes ago Author Share Posted 49 minutes ago 3 hours ago, vladislavbelov said: Ideally - yes. Practically we need to choose appropriate number of polygons accounting how close camera in a regular game can be. Also I think baked AO shouldn't be so black as the human skin has significant subsurface scattering. So I'd make it warmer and leave darkening to normal maps. About normal maps in terms of the engine: they shouldn't contain noise as it's not good for compression quality and might lead to light flickering on our general scale. i would like to figure a better way to make Spiky hair a plain mesh like the hair of Guile from Tekken: Spoiler But the hair has been the most complicated shape of baking in blender because from geometry nodes it looks beautifull but it only work's as hair cards. i removed noise from hair normal map but left it on the beard or short hair or it will look plaing wich it isn't the objective. Link to comment Share on other sites More sharing options...
Alexandermb Posted 43 minutes ago Author Share Posted 43 minutes ago For skin tone issue i'm experimenting with a toga: Spoiler Link to comment Share on other sites More sharing options...
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