Lion.Kanzen Posted August 3, 2019 Report Share Posted August 3, 2019 9 minutes ago, wackyserious said: Yeah, still deciding if we will use the turban prop from Millennium AD or create a new mesh for it. Arab javelineer will also have native visuals. Good point, there are several turbans in many cultures.... Here we have two peoples. https://en.wikipedia.org/wiki/Sudra_(headdress) https://en.wikipedia.org/wiki/Tagelmust https://en.wikipedia.org/wiki/Hejazi_turban @Sundiata you know about this "Litham" headgear? https://en.wikipedia.org/wiki/Litham Other https://en.wikipedia.org/wiki/Bisht_(clothing) https://en.wikipedia.org/wiki/Biblical_clothing https://en.wikipedia.org/wiki/Kippah Quote Link to comment Share on other sites More sharing options...
Sundiata Posted August 3, 2019 Report Share Posted August 3, 2019 (edited) 1 hour ago, Lion.Kanzen said: @Sundiata you know about this "Litham" headgear? Yeah, variations of it are quite common along the entire Sahara and Sudanic Belt, from Southern Morocco, Mauritania, Senegal in the West, through Mali, Burkina Faso, Southern Algeria, Niger, Northern Nigeria, Southern Libya, Chad, Northern Central African Republic, Sudan, Egypt and parts of the Levant and Arabian Peninsula. Probably has many different names in many different languages. People like Tuareg, Sanhaja and other Berbers (Imazighen), African Arabs (like the Baggara), Egyptian, North African and Middle Eastern Bedouins, Toubou, Zaghawa, Kanembu, Fulani, Hausa and others wear variations of it (some more ornate than others). Mostly worn by nomadic cattle herders and long distance traders, or aristocratic cavalry people. Mostly Muslims wear it, but as the wiki page you linked suggests, I'm also convinced that the look predates the advent of Islam by a long time. Spoiler Tuareg and other Berbers Zaghawa people Chad Arabs Sahrawi Hausa Bedouin don't seem to cover their faces very often anymore, but they used to. They prefer a Keffiyeh nowadays... Edited August 3, 2019 by Sundiata 1 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted August 3, 2019 Author Report Share Posted August 3, 2019 @LordGood @Enrique This is a shield mesh created by @Alexandermb from Millennium AD which was also used in DE for the Semitic units. Would you recommend this for the standard game or is the tri count too much and not ideal for implementation? 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 3, 2019 Report Share Posted August 3, 2019 1 minute ago, wackyserious said: @LordGood @Enrique This is a shield mesh created by @Alexandermb from Millennium AD which was also used in DE for the Semitic units. Would you recommend this for the standard game or is the tri count too much and not ideal for implementation? I can reduce the poly amount. Heres an example: 254 tris for an aspis test shield im working having front/back and as prop the handgrip Spoiler 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted August 3, 2019 Report Share Posted August 3, 2019 26 minutes ago, wackyserious said: @LordGood @Enrique This is a shield mesh created by @Alexandermb from Millennium AD which was also used in DE for the Semitic units. Would you recommend this for the standard game or is the tri count too much and not ideal for implementation? Time to starting a minifaction topic.lol. Later full faction. 1 Quote Link to comment Share on other sites More sharing options...
Enrique Posted August 4, 2019 Report Share Posted August 4, 2019 I don't know the ranges you're working on in terms of polycount numbers now, but ~350 tris for a shield prop seems to high imo. (unit body mesh has ~750) Either way, programmers are who should know better to put contraints on art assets. The texturing work on these new props is good, so you don't have to rely so much on polygons to make it look good. This also relates with the texel density (texture resolution based on area covered by the texture) of the new shield/props you guys are making compared with the body unit textures. Here's an example of how crisp and detailed the new shields look compared with the skin/tatoos/heads of the unit textures: Spoiler If you want to alleviate the disparity between texel density without decreasing resolution of new props, you may try scaling up unit textures accordingly using software that uses AI when scaling up images to enhace details that is getting so popular to remaster old games textures and such. Here's an article with examples: https://petapixel.com/2017/10/31/website-uses-ai-enhance-photo-csi-style/ I think it is worth if you don't want to manually enhace all unit textures ingame. At least doing some tests to compare. Cheers! 2 Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 4, 2019 Report Share Posted August 4, 2019 @Enrique I tried to update the art design document in the past months (For future contributions from an art school in Rennes) updated links updated the pipeline created a page about footprint standardizations https://trac.wildfiregames.com/wiki/ArtDesignDocument And created a few subpages to make it more readable https://trac.wildfiregames.com/wiki/ArtPolyCountGuidelines You might want to update it or create a thread about making reasonable polycounts you have more experience than me on that matters. Still there is the question of drawcalls that are huge these days and we only have what @wraitii started. I believe art performance might be an issue in a A24. (Ships, gaul and brit blacksmith, gaul barracks) 2 1 Quote Link to comment Share on other sites More sharing options...
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