Stan` Posted January 9, 2017 Report Share Posted January 9, 2017 It wouldn't crash. But you would prevent a lot of users from playing the game. Quote Link to comment Share on other sites More sharing options...
Enrique Posted January 9, 2017 Author Report Share Posted January 9, 2017 13 hours ago, Loki1950 said: Glad you like MakeHuman Enrique I just happen to be a moderator on their forumand was wondering if you where using it.We have been trying to increase our asset base so running the various costumes though MH's Makeclothes would be much appreciatedit is limited to blender render and all quads though. Enjoy the Choice Woah that's neat! what a coincidence . I've used it a lot (not yet for 0AD until now). Where can I learn more of this? (the process of running costumes through MH's makeclothes) I'd love to help out since I think makehuman is an incredible tool for any 3D generalist. The breastplate and greaves were sculpted with dynotopo so they have triangles and nasty topology, but if I'm doing more I'd love to help out the makehuman project with whatever I can (if stuff is up to their standards) 2 Quote Link to comment Share on other sites More sharing options...
Skhorn Posted January 9, 2017 Report Share Posted January 9, 2017 7 hours ago, stanislas69 said: It wouldn't crash. But you would prevent a lot of users from playing the game. What do you mean stan? Graphics cards? More performance will be needed? Quote Link to comment Share on other sites More sharing options...
Loki1950 Posted January 9, 2017 Report Share Posted January 9, 2017 @Skhorn Major lag @Enrique For the info on anything MakeHuman related http://www.makehumancommunity.org/wiki/Main_Page and if not covered on the wiki just post on the forum or send me a PM. Enjoy the Choice 2 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted April 24, 2017 Report Share Posted April 24, 2017 Atlas map editor screenshot Texture file 5 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted April 25, 2017 Report Share Posted April 25, 2017 (edited) Atlas map editor screenshot Texture file Edited April 25, 2017 by wackyserious 3 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted April 25, 2017 Report Share Posted April 25, 2017 Update on the cataphract horseman texture (iron) fixed the leg area skin tone (iron) added bronze variant 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 11, 2017 Report Share Posted November 11, 2017 @LordGood Should some stuff here be committed ? 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 12, 2017 Report Share Posted November 12, 2017 They really need spec maps. 2 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted November 12, 2017 Report Share Posted November 12, 2017 Do not upload the ones that I made, those are outdated. The current source file has undergone a lot of change. 2 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted November 12, 2017 Report Share Posted November 12, 2017 @wowgetoffyourcellphone Latest dudes has spec maps. Quote Link to comment Share on other sites More sharing options...
wackyserious Posted November 12, 2017 Report Share Posted November 12, 2017 @stanislas69 @LordGood Should I downsize the textures to 256x256 when I upload them? I remember Enrique requesting me to upgrade the textures to 512s but he also mentioned that he will downsize them in-game, he kinda wanted a high resolution source file. 1 Quote Link to comment Share on other sites More sharing options...
LordGood Posted November 12, 2017 Report Share Posted November 12, 2017 256px, its good to have a higher res source on hand for edits and derivatives when necessary. All the unit textures are currently in 256 though 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 12, 2017 Report Share Posted November 12, 2017 1 minute ago, LordGood said: 256px, its good to have a higher res source on hand for edits and derivatives when necessary. All the unit textures are currently in 256 though I made the icons to 512x512 Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 12, 2017 Report Share Posted November 12, 2017 @wackyserious I think what best is : Highest resolution PSD you have to be committed to the art repo 256x256 texture for the game. For the texture itself can you try to add some details ? It looks a bit flat to me. Maybe some scratches edge wear would help 1 Quote Link to comment Share on other sites More sharing options...
LordGood Posted November 12, 2017 Report Share Posted November 12, 2017 Yeah my issue on this most recent one is that the geometry seems to be the defining edge of the armor and it seems a bit flat as a result. I would recommend you find some way to make normal maps for these, they would make a world of difference 1 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted November 12, 2017 Report Share Posted November 12, 2017 Do normal maps work on the body meshes? I've read somewhere here in the forums that normals aren't supported in animated meshes in the game. IIRC? Enrique does have something more promising though. If only we can acquire his muscle thorax textures. On 1/9/2017 at 3:44 AM, Enrique said: Here's the same textures at 256x256 resolution (standard unit resolution): 1 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted November 12, 2017 Report Share Posted November 12, 2017 I haven't added edge details yet, I'm still tweaking the muscle thorax (making the bottow edges rounded and adding areas where the front and back armor divides, plus others) Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 12, 2017 Report Share Posted November 12, 2017 Just now, wackyserious said: I haven't added edge details yet, I'm still tweaking the muscle thorax (making the bottow edges rounded and adding areas where the front and back armor divides, plus others) Don't forget white strips for the consul. 1 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted November 12, 2017 Report Share Posted November 12, 2017 1 minute ago, Lion.Kanzen said: Don't forget white strips for the consul. Ahh, the pteruges. Got it. Quote Link to comment Share on other sites More sharing options...
LordGood Posted November 12, 2017 Report Share Posted November 12, 2017 Normals work for body meshes, it's the AO maps that don't 2 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 12, 2017 Report Share Posted November 12, 2017 Ineed. And I also like the baked in reflections of Enrique's example. You see the underside of the fake geometry has brownish reflection for the ground, while the upper part of the fake geometry has bluish reflection. Subtle realism is best realism. Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 12, 2017 Report Share Posted November 12, 2017 @wowgetoffyourcellphone @vladislavbelov made a patch that did just that sometime ago, I don't think it was accpeted commited though. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 12, 2017 Report Share Posted November 12, 2017 1 minute ago, stanislas69 said: @wowgetoffyourcellphone @vladislavbelov made a patch that did just that sometime ago, I don't think it was accpeted commited though. Was it a texture patch or graphics engine patch? Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 12, 2017 Report Share Posted November 12, 2017 Graphics patch. 1 Quote Link to comment Share on other sites More sharing options...
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