Jump to content

Recommended Posts

Another topic for helmets, for now i have this:

Spoiler

image.png.a514ea47d3c22978acec82edf06637b1.pngimage.png.7538f389b3b72d07549cf89320292c80.pngimage.png.30fb5dc06f1b40a27a24b8ac2fbbf71a.pngimage.png.ac0b4f3de7cd5c9f715d632ac40a3bd3.png

From other topics i have this:

Spoiler

image.png.0f2632a1416eb8b62d1dce3d60f29403.pngimage.png.15a8a5c4e1e2aa6cb8e458a5a83b7a93.pngimage.png.3a78f44e66171157612a8abb2db23a62.pngimage.png.83225dffa318db7ca649c96dc4b6d350.pngimage.png.a47c3b30fb2fdd234d6c4ee13aca2362.pngimage.png.fd65e895dcd257e561d79da6689267df.png

The first helmet its recorded but says its damaged because my secondary hard drive is damaged so i used VLC to fix the video now its only visible through that program, i'll see if YouTube could handle the video later.rome_helmets.7z

  • Like 2
Link to post
Share on other sites
  • Replies 132
  • Created
  • Last Reply

Top Posters In This Topic

Top Posters In This Topic

Popular Posts

Rome_Apulo_Corinthian_B1:  

My dreams come true.

Nieder_bieber with two visors: All of the gallic, nieder and italic works with the masks.

Posted Images

Open the DAE file with a text editor and remove everything between asset and librairy geometries. I have a script for that but I don't have access to my computer.

The game does that automatically for FBX Exported Collada files.

Link to post
Share on other sites

I was wondering how large are we allowed to resize the helmet textures? I've seen some 256x256 at the current game folder, I believe it was the Greek helmet rework by @stanislas69

With a 256x256 size majority of your new work will not lose its detail quality. 512s will come handy in the art source repository. It could be used when creating screenshots and even in art quality improvement mods.

  • Like 1
Link to post
Share on other sites
1 minute ago, wackyserious said:

I was wondering how large are we allowed to resize the helmet textures? I've seen some 256x256 at the current game folder, I believe it was the Greek helmet rework by @stanislas69

With a 256x256 size majority of your new work will not lose its detail quality. 512s will come handy in the art source repository. It could be used when creating screenshots and even in art quality improvement mods.

That was my first thought but i preffer give a full 512 first mod, and then when everything is accepted go for a 256 diffuse 128 spec and 256 norm.

  • Like 2
Link to post
Share on other sites
43 minutes ago, Alexandermb said:

@wackyserious you would need those chest pieces for make better textures ? i saw a lot in the mod of M&B warband Rome At War used by the roman faction. they have an amazing amount of high quality assets. https://www.moddb.com/mods/rome-at-war2/downloads/raw-25.

Don't forget that lorica musculata. armor with mimic muscles.

Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...