Alexandermb Posted Sunday at 06:02 Author Share Posted Sunday at 06:02 Toga Short: Spoiler Link to comment Share on other sites More sharing options...
Alexandermb Posted Sunday at 07:37 Author Share Posted Sunday at 07:37 Toga long, short, tunic: Spoiler Link to comment Share on other sites More sharing options...
Alexandermb Posted Sunday at 07:52 Author Share Posted Sunday at 07:52 Comparisson: Spoiler Spoiler 1 1 Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted Sunday at 12:40 Share Posted Sunday at 12:40 (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 1 Link to comment Share on other sites More sharing options...
Thalatta Posted Sunday at 13:19 Share Posted Sunday at 13:19 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". Link to comment Share on other sites More sharing options...
Alexandermb Posted Sunday at 13:59 Author Share Posted Sunday at 13:59 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? Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted Sunday at 14:19 Share Posted Sunday at 14:19 Vertically. They seem to encroach upon the belly area. Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted Sunday at 14:20 Share Posted Sunday at 14:20 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. 1 Link to comment Share on other sites More sharing options...
Alexandermb Posted Sunday at 14:53 Author Share Posted Sunday at 14:53 Actually i have the same thought last night but was too late to do something. the slinger has the sling on the Right arm. with the robe on the right arm basically with each throw it will end naked. 1 Link to comment Share on other sites More sharing options...
Alexandermb Posted Sunday at 16:15 Author Share Posted Sunday at 16:15 To make a visual difference on the civilian's Roman's tunic: Spoiler 1 Link to comment Share on other sites More sharing options...
Alexandermb Posted Sunday at 16:28 Author Share Posted Sunday at 16:28 Increased the height of the pectoral: Spoiler 1 Link to comment Share on other sites More sharing options...
Outis Posted Sunday at 19:27 Share Posted Sunday at 19:27 11 hours ago, Alexandermb said: Hide contents 2 hours ago, Alexandermb said: Hide contents Like before after shots of a gym transformation... 1 1 Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted Sunday at 21:19 Share Posted Sunday at 21:19 4 hours ago, Alexandermb said: Increased the height of the pectoral: Hide contents You shifted it upward away from the belly area? Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted Sunday at 21:26 Share Posted Sunday at 21:26 5 hours ago, Alexandermb said: To make a visual difference on the civilian's Roman's tunic: Hide contents 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. Link to comment Share on other sites More sharing options...
Alexandermb Posted Sunday at 23:09 Author Share Posted Sunday at 23:09 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. Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted yesterday at 00:04 Share Posted yesterday at 00:04 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. 1 Link to comment Share on other sites More sharing options...
vladislavbelov Posted yesterday at 10:59 Share Posted yesterday at 10:59 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. 1 Link to comment Share on other sites More sharing options...
Stan` Posted yesterday at 13:02 Share Posted yesterday at 13:02 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 Link to comment Share on other sites More sharing options...
Alexandermb Posted yesterday at 14:33 Author Share Posted yesterday at 14:33 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. Link to comment Share on other sites More sharing options...
Alexandermb Posted yesterday at 14:34 Author Share Posted yesterday at 14:34 IE i use two bakings one with the diffuse plain color and one with the alpha layer as holdout: Spoiler 1 Link to comment Share on other sites More sharing options...
Alexandermb Posted 17 hours ago Author Share Posted 17 hours ago Missing head for Themistocles any reference? Tunic cuirass for themistocles baked: Spoiler 1 Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted 3 hours ago Share Posted 3 hours ago 14 hours ago, Alexandermb said: Missing head for Themistocles any reference? DE's Themistocles looks like this. Maybe could serve as inspiration? 14 hours ago, Alexandermb said: Tunic cuirass for themistocles baked: You also still have the shoulder issue. Link to comment Share on other sites More sharing options...
Alexandermb Posted 45 minutes ago Author Share Posted 45 minutes ago 2 hours ago, wowgetoffyourcellphone said: You also still have the shoulder issue. Yeah with detailed textures the issue is bigger. im fixing the UV map of the target using the checker but since its not the same mesh. Spoiler Link to comment Share on other sites More sharing options...
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