@normal pendant Creating a thread so that this doesn't clutter the main chat bUT - i used QtRME to extract the variantmesh files as an FBX, complete with an animation, and then used Asseteditor to rip the textures and used paint.net to turn them into TGAs and attach them in blender. Idk much how to use blender and unity, but it was in blender and had the attached animation, and that exported with the new fbx from blender into unity. in unity the animations are still there but I am having trouble making them play/attach to the asset for the assetbundle (i figured out that I had to create and plug them into the prefabs folder to get them to be able to be exported). the final export works in tts except that it takes the camera with it (something I'm trying to fix in unity I believe) and the animation doesn't seem attached (again, an issue in unity). if there are weird steps I took, i can definitively believe it.
#LLS assetbundle question
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also apologies for the weird nomenclature usage im very new to a lot of this unity/blender jibberjabber
You don;t really need the blender step at all (and that's probably where the camera came from)
Just load it up in unity, create the material(s) make the animations as you like them and export
when I load it wihout the blender step it comes out all funky lookin
and by it im assuming the fbx
Yeah you need the blender step or unity freaks out
You need to duplicate the animation out of the fbx file in unity and apply it to the model again as well
Same as all the textures, which is a whole other annoying thing since unity and tww use different methods for their metallic pipeline
Can I ask what army you're doing? I might have already done it, or at least some pieces I can offer up.
I was gonna do animated warmaster
/hordes of the things
i got through most of empire thanks to saga but then hit tomb kings and chaos
and being a fan of the dark gods myself it hurt a teeny tiny bit
I am willing to take whatever and learn how to make the rest on my own
I have Tomb Kings up already. Was the first one I did though so it's not perfect. Nobody has done WoC, but Daemons have slaanesh and khorne done by somebody else
Not sure what you mean by "animated warmaster" I was asking what army you're trying to port from tww3
And just tell me where you're stuck and I'll help! Have been doing this for years now and I basically pioneered it so as long as I remember stuff, you're in good hands XD
why is that?
Probably some issue with the program used to export to fbx
Didn't happen with the previous version for the previous game
The model gets immensely distorted, some bones being blown up 20x their size and others remaining as they should. Couldn't get much a pattern but it's easy to import/export and just go from there
Probably woc but main goal is a few units from every list
And I'm working from twh2 not 3
And how does one duplicate the anim out of the fbx? Screenshots incoming once I get em up
Ahhh
Tww2 has a lot less for WoC, I don't recommend that
It's missing half the army
In unity click the arrow on the fbx. Then select the animation and Ctrl+d
Doing a few units from every list also sounds unhelpful since you still can't play with those xD unless you're filling out the saga ones
Mine are already 100% done so don't think you could patch those up
When I say a few units I mean like the basic lineup (here of woc)
Im using a flagellant as my tester, what's your quick and dirty method?
also in unity the tts animator isn't allowing me to select the animation itself to pop in
Unfortunately I just don't know what exactly you're referring to. You don't need to interact with the animator whatsoever.
The easiest way to apply the animation is clicking and dragging it onto the model in question
It should be whichever part in the hierarchy is the parent to the skeleton
And this must be done for each piece of the model of course.
Errr this isn't any edition I've ever seen haha
My method for what specifically
Just importing the models to tts
Im able to export it but not put the animation on
I've explained how to put the animation on
Yea, doing my best on it unity is not friendly w my computer
Up here
Wdym?
You'll need to edit animations to have hands properly clasp weapons, as well as pose correctly for some of them...... Also going to need paint.net, gimp or Photoshop so you can edit the textures and apply army colours
I made an army painter shader that can do it automatically but it doesn't perform well on older hardware so I recommend just doing it normally π
this is what im looking at currently, draggin the animation onto it does nothing but readd the animator...
I don't think that's the animation. Scroll down in this list.
Actually, you may not have even exported it with one in qtrme
Though based on the model's pose, it's possible
No need to have that looping effects script on it either unless you're planning on making the animation change on a trigger in-game
Likely it will be called "hu1 flagellant swsstand01" or something
Though your model is strange as well - It doesn't seem to be in multiple pieces like it should be. Hm.
Does it even have a skeleton π€ it looks like there's no mesh attached to the skeleton and you just have static pieces around
No clue what you did in blender
I think it does have a skeleton? Again, the issue might be that this was created from the variant mesh and not exported from asseteditor
This does come up when I go to the animation scripting thing for tts it shows up under assets, not scene, and won't be selected.
You don't need to export from asset editor never used it myself. But you're free to give it a shot.
Not sure what you're telling me here sorry
What do u use instead?
Just that adding the animation on might mean I export it from a different source
qtRME. It's janky and barely functional but it works for me.
Tysm for your help bte
Btw*
No problem
I'm not doing all the armies - It's too much work
No sense not helping others do it
This program, while shit, is enough for me to have done all of DE/HE and some of Chaos Dwarves. And my friend to have done all those SAGA mods you were talking about
So it'll definitely work if you use it correctly, despite being tedious : P
This is all a bit of a slice of hell, just letting you know
I used that too but how to get fbxs other than from variants? I can't put together rigidbodies like in addeteditod
I just pick out the rigidmodel files all individually using rpfm
And do it all individually, putting an animation on each one so they have the same initial pose etc
Perhaps your method is more efficient if you can get it working though
I doubt mine is the best
Keep them separate even in blender - But they will need to be passed through it still, else Unity will throw a fit
You put them together in Unity
this way you don't mess up the UVs
All my TTS models are still technically different meshes
Or just export and add the textures in unity
Add the textures in unity too, yeah
we only need Blender for the sole purpose of stopping Unity freaking out at the raw exported fbxs from qtrme
Okay
i don't know why that works but it does
Again, sorry, are you on wh2 or wh3?
What's this mean sorry
Oh snap you're not serious lol
Like each rigidbody has it's own skeleton for.the whole body
Do u just add the animations separately
And tga files for textures?
but there won't be any mesh attached
I use dds as it is in the game files, and use tga when unity decides it secretly won't import a normal map, which happens about 0.5% of the time
You can use TGA just fine. They're just bigger files afaik
You'll need to do a decent job on the textures though
Unity doesn't use a separate Gloss channel, so you'll need photoshop or gimp or maybe paint.net to copy the red channel out of the Gloss map, and paste it into the Alpha channel of the Specular map
Tbh I just pulled the one file to use
Confusing sentence.
Neglecting this will result in your models having very oily skin
And then the animations will be attached to the rigidbodies tho then
Provided all the pieces are in the correct initial position, which they will default to due to the skeleton, it will all animate together and look perfectly normal etc
No it's been done im invested just looking to do good work but not stupid work yk? Like if I can cut out a step then dopr
You very well might be able to
But following my advice will lead you to do exactly what I've done, which may or may not be the most efficient way
I can tell you how to do it my way but not better
The only time save I'm aware of is using a shader to avoid the photoshop painting step. But again, I made one, and it probably doubles the performance impact of models. Wouldn't recommend unless you're lazy : P
True
If you want help, just ask. If you want a better method than I use though you'll have to figure it out yourself, and I don't imagine many more optimisations can really be made.
Yee that's a truth. The twh2 speeds it up a bunchfrok where I was thinking and all building it in unity seems a lot faster.
I don't really know what you've tried to say here xD
Could you pop the link to the regular rme? It keeps directing me to qtrme
Just that it's a relief that I can skip the blender step
Okay so a few questions - firstly, how do you put the diffuse and the normal so they work in unity? Also, how does one export the .anim/skeletons? FBX from RME?
When i drag the .tga files its one or another not both, and idk unity that well
and when I exported the .anims as fbx it said they were corrupted when trying to import to unity
When exporting a rigidmodel with rme, there's an option to export with an animation. Do that, and it'll be embedded in the fbx file.
under file --> export SKELETON + ANIM, right?
In unity you'll need to drag and drop a diffuse map onto a mesh in the hierarchy, and that will generate a material. You'll need to change the material type to Specular. From here you can insert the normal and specular maps, though edits will still need to be made later to get the maps working correctly.
Yeppers
oof kk
And gotta do it for every piece, and wait for it to scan through every file so
I recommend doing this on an SSD xD
rme is having a bit of a struggle reading the data folder for twh2
I would love to have a pre-assetbundled example unity file to pick apart and get a better sense of how you've put them together before buildling that assetbundle
if you have a spare you wouldn't mind shooting over to moi
A fair idea though I'd need to set it up. Sourced from different folders and all that
It will be a bit until I can get you that. I don't even have unity set up on my new PC π
Today for certain but at least a couple hours
Not sure about this. What's the issue?
take your time I appreciate it!
idk the system enough to know, I selected the data file in the system but nothing is changing?
Nothing is changing...? What are we expecting to change, sorry?
Unsure what expected behaviour is here
I'm about to get busy though so I apologize
lol idk the program so idk the expected behavior but seeing if i can do the same in qtrme
does rme export the skeleton/mesh/texture as fbx or another filetype?
I'll need to open it again as I haven't used that version since wh3 release
Yeah it's fbx
Texture is obviously not though, textures can't be fbx. It'll export as dds
As it is in the files
ah okay
ill see if qtrme can do the same, it looks like an updated version of the first one
So for RME you still need to open up an exported file
You can try
Might require blender for exported models though
ah okay gimme a chance to try it out
Have fun
Here's an example
I have no idea how it'll import but if you just unzip and throw the folder in, prefabs should work properly (this model specifically had some weirdness going on so it'll only look right in Play mode)
the link isn't working to download, but got the textures working, still working on animation
wondering on the next step. this way with rme is much faster once it stops crashing lol
Errr the download works just fine
It's ust a discord file lol
i tried unzipping it but it just sent me to an undefined chrome page
Wait, so you did get the files downloaded?
Need clarification. You said the "link isn't working to download"
It has nothing to do with chrome in the first place really
I'm confused. You know how to extract files right, or is that the holdup?
I got a 7 zip exporter and it still takes me to a chrome page.
Mostly wondering about the skeleton/animation question rn
A 7 zip exporter...? I'll just send a .zip file lol
You copy the animation out of the fbx file itself, and then click and drag it into the top layer of the model pieces
Your 7zip file in there ends in .url. idk what the heck you're doing but π
You've somehow turned my archive into a browser shortcut
this works perfectly
is this one from twh2?
or 3?
im wondering if that changes how it has to be made in unity?
okay so I got it properly textured, but the animation is only triggering once and the model is falling through the table lol
everything else is actually working pretty smoothly
wait i got it working lol
first one down
Box collider on the prefab
And I'd wager it's not textured properly just yet be we'll get there
I was taking a look at the way you textured yours and got some tips
My example won't show you everything
Yours is going to be in specular format too, instead of metallic
And you'll need to edit the specular map and diffuse texture to get it looking right
I dropped them both in and they look decent. If u have any zips of tw2 models that would be swell
Also, do u have any tips on mounted units?
Doubt it looks decent in game because again the specularity won't be working
and your models will be painted in white lol
Put one model on top of the other model. Typically under a bone named Spine or Seat/Throne
I'll do a tww2 one in a bit
I put the specular TGAs on and they look fine, a lil flat.
Ill send u some screenshots
I don't really need screenshots because I already know what's wrong aha
Unity looks for glossiness in the alpha channel of the specular map
Currently there is no texture in that channel
You will need to paste the Red channel of the Gloss map into the Alpha channel of the Specular map
This is unity?
Yep
Wherever the animation looks best
you'll need to move it manually into the best position
probably adjust pose/animation to suit
should probably ont be doing cav atm lol
work on figuring out how to do a regular model first
there
sending monsters because my infantry stuff is very messy
doing champions and recolours and such
That was super helpful
Still struggling w the materials bUT the packs give me trouble. diffuse, gloss, mask, normal, and specular are what are available, but how to use them in unity to make materials is something I'm working on
I have told you already
This
As for the mask, you use it to paint the faction colours onto the models
You'll need an image editing software.
Preferably Photoshop because I can't guide you through using others, never touched them
It's okay, I did say I was here to help
also, been pasting together horses and riders and even though I've been pasting up into root/animroot it seems to be all over the place with animations - they turn in the saddles etc. I've also been pasting together multiple animations into chains in unity to get more variation, but i dont think that's the problem? Is there a thing im missing to stop them rotating? Or something in the animation tab?
Maybe not immediately present
Rotating? Depends what it is. For a horse I don't put them on the saddle bone but rather one of the spine bones - 1 or 2 perhaps
I could use a video perhaps
Again π easier to get the basics down instead of immediately going for difficult cavalry.
def, the infantry tbh is down but for the meshes
the animations look dope in tts. might send you a sample once I fix the materials
are the masks necessary btw?
The infantry is not down
Your textures are still all messed up
You haven't altered the animations to make hands grasp weapons properly either
Probably haven't done box colliders on the prefabs and I recommend you do
You should also separate all materials into a separate asset bundle like "chaoswarriortextures" so you don't duplicate textures in every prefab you export
You're going too fast, slow it down
If you don't want your faction colours to be white.
Depends on the unit but on some it will look awful
Tomb Kings can kinda get away with it. Lizardmen and empire look awful
ahh. Do they all have a default tone or is it a play it by your own game kinda thing
(also wondering if you can make the mask the alpha for tts and have it editable in game?)
You can have it editable in game if you write your own shader and a lua script to go with it. You can make full army painters with it. I've done it myself, though a shitty TTS update broke it and I haven't the heart to fix it.
The tones are kept in the Warhammer 2/3 files somewhere. You can also just guess or find one that looks nice
Chaos don't really have defined factions that much, it's usually just black and black so
tru
You'd colour them based on alignment probably
Well that's a pain in the ass but it's what wh3 did
and hands was something I was wondering about
If you're gonna do this, god, I can't believe you're using shit wh2 assets. Gah.
is it just another animation pop or a whole process
Wh3 chaos stuff is unique.
Edit the animation to have fingers clasping weapons. Then it'll happen on all of them
i want efficiancy, really
eDiT the aNiMAtiON?
unity, i presume?
oh that looks like a task indeed
Yeah double click the animation itself in unity
Might be a touch confusing
am I editing the rotation of the hands?
Rotation of fingers specifically
Yes. Why?
You'll see the result in real time if you hit Play while you do it iirc
im looking at the available things to edit and fingers aint one of them
They should be beneath hands
there isn't anything under hands
its just the xyz rotation biz
im editing the animation, yeah? not the model?
wait
The animation and model should have the same parts anyways
But if not, press the record button on the animation and then select the parts on the model to edit, and a finger bone should appear in the animation.
its kinda working if I alter the model but it looks v funny
lemme check the animated bit
You'll need to put it on Pivot Point mode and not Centre mode
You can make it look near perfect
It's probably the fingers aren't there because they aren't animated by default
So you'll have to add them to the animation. Hit the record button and then rotate a finger bone on the model (and make sure it's the torso because the head or leg finger bone won't be attached to anything lol)
I'm not at my PC atm but somewhere in the top left near all the movement buttons will be an option to move things based on their pivot point vs based on their centre. Might be called "global" or something.
That might be why it looks jank
Ah yess
Sorry I don't have video or screenshots for you
It depend on the model
But it takes 0 time to do
So I just do it
If the model has armour it's hard to tell
If it's a bare hand it looks terrible
If you upload these without fixing the textures I will find you. Just letting you know. No laziness
I never used the prefab system. I just unpacked everything so it wasn't blue
Up to you to mess around with it
yee
also, for the gloss map
do I add the extra red in unity or elsewhere?
and what to do with the specular.tga gotten from the game?
the specular alpha is the lil square next to the specular slider aint it
also to edit the mask color do you just plonk down a red splotch in the white space
Photoshop or gimp or paint.net
No. I don't know what that is. You'll have to show me
Use the mask texture as a mask to select the correct areas on the diffuse. If you just copy paste it over the diffuse you can select the whole layer.
and it should go in the detail mask section of the material?
also definitely had the riders good for my idle poses but the attack poses are still all wonky?
deleting the animroot on the animations worked, but the attacks keep being weird
editing the roots changes how the items interact, and otherwise they wobble all over the saddle
No ...
Don't use attack poses.
It's a bit frustrating when I say something 4 times and you still think something else. You need Photoshop, gimp, or paint.net/paint3d to do this
apologies im all very new to this
That's okay but I did tell you a fair few times haha
do they corrispond with specific horse animations?
or is this just a general rule. Trying to get idle and attack anims both
Rider attack animations? I'm not sure. There's no sense in having your models do attack animations, they'll go all over the place and get off their base
And then they'll jump back to where they were when it ends
ehh true
Especially monsters
Keep to stand and idles
And even idles are probably not a good idea for mounted models.
Just stand for that
i don't mind the sliding that much until you get to the mounted models lol
There should be no sliding
Delete the root part of the animation if there is
That might fix it maybe?
Wh1 animations are trash
I tried that, but then it funked with the weapons
The weapons should be on the hand bones anyways
The intended bones for them look bad
They slide around too much
they're on the props---would changing them to the hand be better?
Use the intended bones to put them in place initially an then put them under hand imo
That's what I do
And then maybe you can delete the root without issue
Hopefully
so put it under prop 0 then move it to the hand bone?
Yeah
dope cool lemme try
cause deleting root helped a tON except for with the weapon things
The prop bones aren't static for some reason, it's like someone animated them separately
Looks real bad with two handed weapons
im sure gw was definitely paying the animators top dollar for their work
π
Yeah wh1 assets suck so I'm sure they were interns being paid $3.50
Wh2 is better and wh3 is great, no issues with 3
This is why I haven't done any wh1 armies tbh
Just a couple vcounts units
tbh total war games are kinda ehh for me, the rts mechanics aren't my fav and like resource management is kinda a bore
adore the animations, and using them for larger tactic/strat things
but the gameplay loop isn't my fav
I used to like it. Got bored though.
yea
Got any further?
Just uh let me know if you want any more help lol. Would love to see you get these working
Omfg thank you s much for the help finals hit like a truck. Got masks working and that's basically been it, chugging along.
Gonna pop out a tomb v Liz bit over the break if the good Lord provides enough caffiene
Hahaha enjoy your finals
Will still be around after
On holiday myself now so no unity access
Happy Holidays!
You too
Alright here you go its something, basically had to reset my proj cause I had to fix all the textures but this is what I could save, its v much in progress. Marauders look dope and are finished, everything else i think works in theory but I have to double check texture masks n stuff
If you still haven't done the gloss and specular map stuff I mentioned then they're not finished. You didn't ask about it again so I assume you haven't
But I'll take a look later
So I'm pretty sure the Marauders aren't painted faction colours, though they still look alright without it because they don't have much white.
You also haven't put your gloss maps in.
Though it's real hard to look at everything with these annoying ass spazzy animations ngl
You're free to do them like this, especially if it's only you playing, but I know a lot of people don't like animations at all let alone these very intense attack animations
Overall good job though
Also regarding animations, gods
did you like
make a separate animation controller for every single model
and manually put in each animation into it in a different order
ive done the same thing in the past because it's unironically the best method but aaaa it's annoying
Okay so for the animations I made one controller with a loop of like 5 or 6 attack animations, then duplicated that one and just set a different default layer state
I'm also reuising them across the armies
I thought about like spacing out the animations with some idles but for me it works. My end goal is 5x5 ranks with two states, idle and attack where the second has the front (and maybe second) rank just going to pound town USA on whoever they're up against.
Layer state huh? I'll have to look into that
Does it just start them at a different point?
I was going to make them random but TTS doesn't support unity scripts like that -_-
Fr though do this before I hurt myself pls
The mask is there and working I think it's just a bit too transparent. Figuring it out in paint.net
And as for the alpha channel that thing is so frustrating I've tried like 3 different softwares and YouTube so it's a work in progress until I find the right plugin
Also I'm noticing the chaos spawn attacks are like wild compared to the others lol
You don't need any plugins
And you aren't supposed to just paste the mask in. You're supposed to use it to color the model.
The mask I open and use hue+ to change to the faction colors then I have a mask plugin, so I take the edited mask as a second layer and apply it as a mask to the diffuse
Also for chariots do I make the chariot the root? The horse?
This is wrong.
I am going to ask you again to take my advice and stop doing your own random wacky stuff
Use the mask to select the area that you will change. That is why it's called a mask in the first place.
Then, apply a solid color adjustment layer set to Multiply, and use the faction colours for it.
This will give you a perfect result because that's literally how the game does it in-engine
The R mask is the first color, the G mask the second color, and the B mask the third. Most factions only have two though.
No clue what your mask plugin is but there's no world where it's necessary when you can just select the field and go off that.
Ideally the chariot.
It would be weird to use a horse as most chariots have more than one.
Please try to figure out how to properly do textures before you start doing chariots though
Okay, but looking at some of the lizard men skins there is crossover (e.g. pinks and blues) i realized this afternoon working on some that the saturation adjustments I had were way to low that's why they weren't showing up. This method still adds the layer with the colors of the mask as a multiply, it seems to work but maybe im just confused because we're using different softwares? A lot of the time the wacky stuff is because I'm translating what you're telling me into my limited understanding of unity/paint.net, and corroborating it with what I'm looking at online is hit or miss.
Anyway my lizards look so white they're British
If there's crossover it's either intended and will go dark if you just use the method I told you to do, or unintended and looks exactly like that in the real game anyway. The blue colour for Lizardmen is probably 0,0,0 if i had to guess because they barely have anything to colour.
This is because you haven't coloured them properly, and the gloss map still hasn't been incorporated
Don't publish any more models until you fix the ones you have!
Use the mask as a selector and then multiply the selection on the base image by the faction colours.
The mask texture itself should not remain on the image whatsoever. You just use it to pick which areas to colour with a multiply layer.
You should not be adjusting saturation at all πΏ
okay so I just uploaded an unarmed marauder to the same workshop item, this time with hopefully fixed gloss and mask stuff. lmk if it looks alright
I'll have a check in a while. You can also just send the textures and I'd let you know from seeing those
It'll also be hard to tell if gloss is working if you don't have any metals on the model but I'll try to guess lol
ill pop some warriors in and let you know if they're in
update warriors are showing me the mask thing isn't working, its screwing with the opacity for the cutout
and any greyscale ruins the damn things
ive got the gloss i think but now the masks are all funked
the textures for the speculars got super transparent
but the diffuses look vile when I put the mask on
Im gonna take 8 on that and get back to it
πΏ
Am I gonna need to download the software you're using and screen reading doing the process
If I get out of bed today I'll do that
You have to keep opacity on for the diffuses, possible you removed it when saving them
But yeah I'll check with some
if you use gimp it would be a bit easier. paint.net is kinda simple and ive never touched it. dont think it can do these things without plugins
i moved over to gimp for the gloss, realized how it worked, and did it in paint.net cause the interface is faster. Still using it for the mask, I think I might have just failed to select multiply on a diffuse or two but i'll work on it today
okay so I did some warriors uploaded em to the same mod, made some adjustments so the transparency for the cutouts was better (applied the layer to itself as an alpha after finishing the mask)
Could just send me your texture files and I can check
But yeah I'll try to tell from the mod
The transparency should never be being touched tbh. If there's transparency somewhere it should stay there. You shouldn't be needing to "apply the layer to itself as an alpha" (idk what this means tbh)
I tried it multiple times with the mask and it seemed like only a problem where the mask's color bleeds over to blank pixels in the diffuse
Applying the original as the alpha to the layer with the merged mask takes out that bleed
here's the tgas for the three
or for a single cape
That should never happen... But if it does then deselect the blank pixels and it'll be fine.
And thanks for the texture
Well you definitely have something in the specular alpha. Whether it's the red channel from the gloss map or not idk since you didn't send the gloss! But it probably is, based on visual feedback.
As for the diffuse, is it the cloth that you coloured? Diffuse looks good, yeah. Weird stuff is happening with the colouring but the transparency is still there so it's invalidating it.
Yee I'll shoot over the gloss n mask so you can take a look at those two but yee it's the cloth but also the fur/hair
oke
your specular was off i believe
should look like this
but it's a cape so you're not gonna see much shiny metal change.
Think my recording software is stuck in hdr mode or something so ignore how terrible this looks
this is how one does it in PS
very very quick and easy
red channel of the gloss copied over to the alpha channel of the specular
done
that makes it a lot more clear lol also your recording software def needs a change lol. A lot of teal.
I think it's because I turned HDR on and didn't reboot
Just Nvidia shadowplay things
Teal isn't quite the issue. Every color is pretty off xD
i think I got it
I was copying the alpha not the red to the alpha channel. Fixed now and reuploading. Double checked w your version of the cape to make sure it looked good. Shooting you over some other fixed speculars now (including some metal lol) and the refreshed warriors will be up before noon est
I COULD HAVE JUST DRAGGED THEM INTO THE ASSET BUNDLE BROWSER
Idk how else you were doing it but yeah you can do that
Were you putting them directly into files with windows?
By hand like some kind of peaSANT
hahah
So the Tex and spec are gtg?
probably
Dopeeeee
would need the relevant gloss maps to actually know lol
but from checking the alpha yeah, it looks right
the areas that are meant to be reflective are whiter
whiter or more transparent?
Whiter from our view but technically more transparent, yeah.
!!! ITS WORKING
putting together a preview for you, get it to you by like Thursday. Moving North in the next two days.
Awesome, thank you
Look better now?
Or can you not tel much
More important on metals
Like chaos warriors, chosen etc
or the Mirror Guard most of all, lol
Mirror Guard aren't on my to-do but god the ogres and marauder skins look so much better
which is a lil ironic to me
Did you get your color painting sorted?
What are you doing from WoC btw? Turns out there's barely any WoC models on the workshop lol