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===[COMMITTED]=== Greaves


Alexandermb
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I would rather wait till i get a good way of baking hair-like shader for animals then do a high poly sculpt of wolfs, deers, bear, pumas, cheetah, etc. Working with one kinda of animal for a placeholder design then few months later have a better solution and the possibility of have a better version is annoying to have to update it again.

i've tried to update the deer but i don't like the results of the texture for this kind of animal:

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  On 16/08/2019 at 1:08 PM, Alexandermb said:

Btw there isn't so many files. most of them are just adv or elite version and only a few factions so it won't gonna be 800 files plus 30%+ of the textures are pers/maur/celt wich won't use greaves.

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If 30% aren't using them, it means 70% are :D That's still a lot of time used with a little impact vs usefulness ratio :) 

Deer → Yeah it's not so great. I like the current one, maybe you could just use the mesh, you don't need to reexport it :) (Unless you change the UV ofc) Maybe one day I'll find a way to import the armature in Blender, Pyrogenesis is the only engine that likes it. Even unity 3D doesn't work.

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  On 16/08/2019 at 2:21 PM, Stan` said:

If 30% aren't using them, it means 70% are :D That's still a lot of time used with a little impact vs usefulness ratio :) 

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from that 70% only a few are advanced or elite/hero/champ wich means from 800+ textures, the ones using graves are around 60-120 and while i was writing this i decided to check so from 800+ textures they are just 100, wich i can easily copy/paste a leg texture and place it over as a layer with paint.net

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  On 16/08/2019 at 3:34 PM, Nescio said:

Speaking of which, how many skin tones are there in 0 A.D. actually?

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Quite a few, though not all of them are used. I updated the zip there → https://trac.wildfiregames.com/attachment/wiki/ArtDesignDocument/base_human_skins.zip

(Missing the native american because of the 2MB limit)

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And wouldn't it be better to draw skin textures seperatedly from clothing etc.?

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Well that's why artists use layers. the skin is just the bottom layer :) (Hence the importance of source files.)

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  On 16/08/2019 at 3:40 PM, Stan` said:

Quite a few, though not all of them are used. I updated the zip there → https://trac.wildfiregames.com/attachment/wiki/ArtDesignDocument/base_human_skins.zip

(Missing the native american because of the 2MB limit)

Well that's why artists use layers. the skin is just the bottom layer :) (Hence the importance of source files.)

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2mb limit?

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  On 16/08/2019 at 3:40 PM, Stan` said:

Quite a few, though not all of them are used. I updated the zip there → https://trac.wildfiregames.com/attachment/wiki/ArtDesignDocument/base_human_skins.zip

(Missing the native american because of the 2MB limit)

Well that's why artists use layers. the skin is just the bottom layer :) (Hence the importance of source files.)

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Thanks, that makes sense. In that case it shouldn't be too hard to remove greaves from a few dozen textures, should it?

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  On 16/08/2019 at 4:11 PM, Nescio said:

Thanks, that makes sense. In that case it shouldn't be too hard to remove greaves from a few dozen textures, should it?

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The most hard thing was re-export all animation and meshes all over again and that was already done. handling textures is pretty much easy as i mentioned before placing a layer above another texture

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  On 20/08/2019 at 9:12 AM, Stan` said:

@Alexandermb It's done, can you remove the useless files ? https://trac.wildfiregames.com/timeline

@fatherbushido did the ForkAD devs fix checkrefs.pl (or write a new script) that handles the unused art files properly ?

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Having animations re-export committed i can commit this.

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