wackyserious Posted January 26, 2018 Report Share Posted January 26, 2018 I'll resume working on this after school. I'll be right back. 1 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted January 26, 2018 Report Share Posted January 26, 2018 2 hours ago, Sundiata said: Oooh...! Nice texture!!! Ok, this comes to mind: could you use this texture for the back of the lower tier Nubian spearmen (front should stay cowhide), then @Nescio can sleep soundly This will double the number of textures, which is currently 6, for the cow hide. I suggest that we distribute the solid wood / laminated or segmented / wicker in the current textures. Which means there will be two or each in the total number of 6 cow hide textures. This is to save space and reduce the complexity of the files since the detail is only located at the back of the mesh and is not really that prominent during gameplay. What do you guys think? Quote Link to comment Share on other sites More sharing options...
LordGood Posted January 26, 2018 Report Share Posted January 26, 2018 I was confused for a second but I think I know what you mean now. Both sides of the shield are mapped so that the front and back are on the same texture huh? Would you be willing to split the front and back into different actors? That both halves texture size and allows for different configurations of front and back textures without duplicating them. 1 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted January 26, 2018 Report Share Posted January 26, 2018 3 minutes ago, LordGood said: I was confused for a second but I think I know what you mean now. Both sides of the shield are mapped so that the front and back are on the same texture huh? Would you be willing to split the front and back into different actors? That both halves texture size and allows for different configurations of front and back textures without duplicating them. Can you explain this process? I'll work on it. I'm confused as to how this will work since there is only one mesh. Quote Link to comment Share on other sites More sharing options...
LordGood Posted January 26, 2018 Report Share Posted January 26, 2018 I'll make some new shields lol, you just need to halve the textures so there are one of each laminated/wicker back textures and just all of the front sides without the back textures attached. The backs will be on different actors/meshes that will be prop-parented to the fronts, all the variation will be handled in .xml files instead of full blown texture files. That was your concern, yes? 1 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted January 26, 2018 Report Share Posted January 26, 2018 @LordGood Yes I''ll just wait for the mesh so that I can view the UV and properly position the texture Quote Link to comment Share on other sites More sharing options...
LordGood Posted January 26, 2018 Report Share Posted January 26, 2018 @wackyserious gimme a sec and I'll give you the UV coords sudantribal_back.dae sudantribal_front.dae 1 Quote Link to comment Share on other sites More sharing options...
LordGood Posted January 26, 2018 Report Share Posted January 26, 2018 heyo, just a heads up the 'wraparound edge' is on the front UV also the back will be propped to the 'root' prop point of the front 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted January 26, 2018 Author Report Share Posted January 26, 2018 39 minutes ago, wackyserious said: Can you explain this process? I'll work on it. I'm confused as to how this will work since there is only one mesh. Look at the Greek aspis actors. The front of the shield is a different actor, mesh, and texture from the back of the shield. The back actor is a prop on the front actor. 2 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted January 26, 2018 Report Share Posted January 26, 2018 @Sundiata @LordGood The only issue that I encountered is that I have to rotate the texture from 64x128 to 128x64 to match the UV Front Back Quote Link to comment Share on other sites More sharing options...
Sundiata Posted January 26, 2018 Report Share Posted January 26, 2018 (edited) 10 minutes ago, wackyserious said:    Oh, my, fantastic!! They look really cool! If you feel compelled (I know you like shield variety), you could add some faint geometric designs like the Azande examples. If you want I can do it as well if you provide me the shield texture.  Edited January 26, 2018 by Sundiata 1 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted January 26, 2018 Report Share Posted January 26, 2018 8 minutes ago, Sundiata said: Oh, my, fantastic!! They look really cool! If you feel compelled (I know you like shield diversity), you could add some faint geometric designs like the Azande examples. If you want I can do it as well if you provide me the shield texture.  The texture is found below the screenshot, it has a very low resolution though. 64x128 Quote Link to comment Share on other sites More sharing options...
LordGood Posted January 26, 2018 Report Share Posted January 26, 2018 feel free to boost it up a bit, the UV coords were just that, coordinates. I can't explain the UV rotation though, the layout exported as I had sent it, oddly enough Quote Link to comment Share on other sites More sharing options...
wackyserious Posted January 26, 2018 Report Share Posted January 26, 2018 24 minutes ago, LordGood said: feel free to boost it up a bit The texture resolution? Quote Link to comment Share on other sites More sharing options...
LordGood Posted January 26, 2018 Report Share Posted January 26, 2018 yessa Quote Link to comment Share on other sites More sharing options...
wackyserious Posted January 26, 2018 Report Share Posted January 26, 2018 Aye! Quote Link to comment Share on other sites More sharing options...
wackyserious Posted January 26, 2018 Report Share Posted January 26, 2018 @Sundiata 4 1 Quote Link to comment Share on other sites More sharing options...
Sundiata Posted January 26, 2018 Report Share Posted January 26, 2018 @wackyserious 3 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted January 26, 2018 Report Share Posted January 26, 2018 @Sundiata In case you want to help in creating patterns. Just paint the patterns in plain color and save it in 32bpp PNG format (I use layer clipping a lot) 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted January 26, 2018 Author Report Share Posted January 26, 2018 Dem textures 2 Quote Link to comment Share on other sites More sharing options...
Sundiata Posted January 26, 2018 Report Share Posted January 26, 2018 @wackyserious, 2 very simple variations, and 2 more complicated ones, all based on the Azande pics. I suggest playing with the contrast of the patterns, making some faded, and others just like the one you shared. Also, how do I save it in 32bpp PNG format? Spoiler   1 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted January 27, 2018 Report Share Posted January 27, 2018 @Sundiata Do you still have the .psd or souce files? I only need the white areas to include it in my source file? I forgot to mention that before I slept. Sorry Quote Link to comment Share on other sites More sharing options...
wackyserious Posted January 27, 2018 Report Share Posted January 27, 2018 32bpp is the one that has alpha channel Quote Link to comment Share on other sites More sharing options...
Sundiata Posted January 27, 2018 Report Share Posted January 27, 2018 @wackyserious: Spoiler kush_hex_wicker_layout-variation2.psd kush_hex_wicker_layout-variation1.psd kush_hex_wicker_layout-variation3.psd kush_hex_wicker_layout-variation4.psd Now it's time for me to sleep  Quote Link to comment Share on other sites More sharing options...
wackyserious Posted January 27, 2018 Report Share Posted January 27, 2018 Different timezones See you later. Quote Link to comment Share on other sites More sharing options...
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