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


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35 minutes ago, wowgetoffyourcellphone said:

tunic should go over left shoulder so right arm is free, that goes for all of these

Good catch. But, you could have a unit of left-handed slingers, as was the case of the Judean Benjamites (although the source is the Bible): "Among Benjamin’s elite troops, 700 were left-handed, and each of them could sling a rock and hit a target within a hairsbreadth without missing".

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1 hour ago, wowgetoffyourcellphone said:

(tunic should go over left shoulder so right arm is free, that goes for all of these)

Looks good. I think his pectorals could be slightly higher tho, anatomically. *and yes, the old texture's pecs are too low too'

I Can flip them horizontally easily in Paint.net. By higher you mean vertically or Volume?

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1 hour ago, Thalatta said:

Good catch. But, you could have a unit of left-handed slingers, as was the case of the Judean Benjamites (although the source is the Bible): "Among Benjamin’s elite troops, 700 were left-handed, and each of them could sling a rock and hit a target within a hairsbreadth without missing".

lol, well, you got me there! But I think for the most part almost every texture should have the tunic or robe or whatever cloth it is usually slung over the left shoulder. :)

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5 hours ago, Alexandermb said:

To make a visual difference on the civilian's  Roman's tunic:

  Hide contents

image.png

 

image.png

 

;)

 

Pretty good! The current Roman civilian texture is a toga. This tunic would make more practical sense for working. I'd love to see how a toga would look with your normal map techniques!

A side note, we should try to make more realistic/accurate footwear too. 

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1 hour ago, wowgetoffyourcellphone said:

You shifted it upward away from the belly area? :)

Prob i missunderstood the language, but what i did was grab the Chest in sculpt mode and vertically displace it.

 

1 hour ago, wowgetoffyourcellphone said:

A side note, we should try to make more realistic/accurate footwear too. 

Give me a thread for the footwear (I apologize if i'm asking too much, is just that i can't investigate rn), prob can be faster and its easy to render. i just did a few curves and a plain mesh in the foot to give it a shoe haha.

 

 

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54 minutes ago, Alexandermb said:

 

Give me a thread for the footwear (I apologize if i'm asking too much, is just that i can't investigate rn), prob can be faster and its easy to render. i just did a few curves and a plain mesh in the foot to give it a shoe haha.

 

It would mainly be in textures rather than with geometry. I'll see if I can make a thread for it. 

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On 16/05/2026 at 5:19 PM, Stan` said:

@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)

I'd choose the first one for modern GPUs. Also it'll be simpler to optimize in the future (for example replacing by a single texture but with different parameters/colors) as we don't need to so many textures different only in some colors.

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2 hours ago, vladislavbelov said:

I'd choose the first one for modern GPUs. Also it'll be simpler to optimize in the future (for example replacing by a single texture but with different parameters/colors) as we don't need to so many textures different only in some colors.

Here it's different faces, so that wouldn't work, (only for skin color) I don't think @Alexandermb kept the feature of transparent skin / hair 

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1 hour ago, Stan` said:

kept the feature of transparent skin / hair 

Probably i can, i belive i can use holdout shader, didn't tested but maybe it could work. The hair baking is kinda tricky becase of the shape of the curves.

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