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Rider of Rohan's Stuff


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#181 Lauri

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Posted 08 September 2013 - 10:38 AM

The only reason I say that is because you can only get so far with textures alone. There will always be a need for changes to the models, either it new meshes or simply altering the mapping.


Edited by Lauri, 08 September 2013 - 10:38 AM.

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#182 Rider of Rohan

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Posted 11 September 2013 - 07:45 PM

Another WIP

W3DView%25202013-09-11%252015-27-55-42.j

W3DView%25202013-09-11%252015-28-06-53.j


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#183 Ridder Geel

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Posted 11 September 2013 - 10:44 PM

Isn't that one of EA's skins that isn't used? :p


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#184 Rider of Rohan

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Posted 11 September 2013 - 10:55 PM

The shield is, but the unused skin you may be referring to is the Shield Maiden character skin which could be used on the eowyn_skn and not the CAH_skn.
That won't cut it for me. If it's a Rohan Hero, it's gonna look like one.
So I just resized the 64x64 to 256x256 and began working on it.
 


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#185 NewErr

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Posted 12 September 2013 - 07:01 AM

256x256 you say ? Hmm I think I should stop working with 1024 then ...



#186 Lauri

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Posted 12 September 2013 - 10:19 AM

1024x1024 for units\heroes is excessive, 512 is great on them. Trolls and other larger creatures can have 1024, but there's no lack of quality on small units between 1024 and 512.


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#187 NewErr

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Posted 12 September 2013 - 10:29 AM

Yep , your right , only in 1024 you can draw better details .



#188 Lauri

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Posted 12 September 2013 - 10:45 AM

True, but resizing to 512x512 when you're done is the way to go to shave off 3\4 of the filesize. In addition to making it a .dds, shaving it even more. But of course, keeping the 1024 file around is a good idea, you never know when you need to adjust.


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#189 NewErr

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Posted 12 September 2013 - 10:57 AM

Exactly , that's the strategy of a good texture .



#190 Mathijs

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Posted 12 September 2013 - 11:43 AM

I use 256x256. You're all trying too hard.

 

:p


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#191 Lauri

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Posted 12 September 2013 - 11:52 AM

I do too, even 128x128 once in a while. But you have to take it one step at a time. If someone uses 1024x1024, convince him to do 512x512 first.


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#192 NewErr

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Posted 12 September 2013 - 11:57 AM

Been texturing lots of stuff in 256 and 512 , but I see it does look better when in 1024 then resized .



#193 Rider of Rohan

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Posted 08 October 2013 - 10:36 PM

Been busy but I've got some stuff coming :D

The kopis (sword) and that crest piece were donated by Mathijs... just to clear that up. 
Although it's mainly a layout, can anyone guess the unit ?

wip05.jpg

Pretty sure you can tell it is not Lord of the Rings 


Edited by Rider of Rohan, 08 October 2013 - 10:39 PM.

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#194 Rider of Rohan

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Posted 30 January 2014 - 12:17 AM

http://www.youtube.c...h?v=ngK7z1tgUYI
Can you see the change

Spoiler

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#195 Lauri

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Posted 30 January 2014 - 10:07 AM

What is it? It doesn't look like any natural stance I ever saw..


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#196 Rider of Rohan

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Posted 30 January 2014 - 12:51 PM

It's a test animation, it's not supposed to look superb, I was just testing the blinking 


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#197 Lauri

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Posted 30 January 2014 - 01:29 PM

Ah, I see it now. Why would you have blinking on lower-end units?


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#198 Rider of Rohan

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Posted 30 January 2014 - 03:20 PM

Well I don't know if I'm including it yet, it was just testing some stuff out, if I include it, I'll probably have to update all the units in game, which will be a hassle 


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#199 Rider of Rohan

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Posted 01 April 2014 - 04:27 PM

Well been a long time since I posted anything in here. Been working on a personal mod, that I've decided I'll release, but I'll just showcase some of the stuff from it for now so you can see what I've been up to. It's for bfme 1 and 2 so if you see videos from the different games don't be alarmed.

Please be sure to tell me what you think as I could use the feedback, also if you have any ideas be sure to share, and please watch in HD ! 

 

In this video if you can't tell, I've added Cavalry dust trails, and Impact Dust I also put a shake to the impact. I made it so it's only view-able if you've zoomed in your camera at the height 220 or lower (the default camera height is somewhere in the 300s). It's really cool, sort of like a battle cam thingy. Anyway moving on.

 

 

In this video, you can see the orcs animations are a bit closer to what EA had in showed us in trailers and promotional content, the truth is, they are the Isengard Overseer's animations (Azog in BFME 2 ROTWK) although they aren't 100% accurate but they're close enough for me :p. Some animations however I made myself, an example being the Run

 

 

And in this video is just another on of my newest improvement to the fire arrow visual again XD. Both FX and Model. And a little bit of Gondor v.s. Mordor action. Removed the arrow streaks and replaced it with models, for both upgraded and non upgraded arrows.

 

 

Also I re did this formation from the inside the battle videos.

More on some of the new models and skins soon !


Edited by Rider of Rohan, 01 April 2014 - 08:35 PM.

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#200 Rider of Rohan

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Posted 06 December 2014 - 08:53 PM

Say, it's been a while Revora, but I'm backmodrender.png

I still have to make some variations 


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