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=== [TASK] === Male Head's


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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

image.png

 

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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:

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image.pngimage.pngimage.png

 

Are you taking the pics from above in atlas with "ground" activated? Looks like they are cut off below the mouth

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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.

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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.

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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

image.png

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.

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