Terco_Viejo 说:
It would be better if they made metal plate a bit more textured and less shiny like in the concept adt
Terco_Viejo 说:
So we know developers could make 3d models out of our sketches, that are as detailed (and often more) as that concept art from Taleworlds.Terco_Viejo 说:

That slight conal shape is very interesting, though that facemask is already in the game, Vlandian Sargeants are wearing almost exact ones . . .Dreamer19 说:This is incredible!
Every unit looks on point, i would love to see on the Vlandian Faction more Closed Helmets a part from the famous Iron Mask which wear the Vlandian Knight..
For Example:
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Piconi 说:That slight conal shape is very interesting, though that facemask is already in the game, Vlandian Sargeants are wearing almost exact ones . . .Dreamer19 说:This is incredible!
Every unit looks on point, i would love to see on the Vlandian Faction more Closed Helmets a part from the famous Iron Mask which wear the Vlandian Knight..
For Example:
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Piconi 说:Let me recycle my older post
Those troops you are implying are made purely by swaping meshes in .xml files, which means every item on them is already in the game made by Taleworlds.
Many others you see in the OP are a combination of that + photoshop of other items found online and manual sketching, so you would have to be somewhat savvy in those areas and a bit artistic.
But for just swaping meshes you need mpitems.xml, mpcharacters.xml and spitems.xml (most important one containing meshes from singleplayer plus multiplayer items). They removed spitems.xml from game files a few patches ago, so now spitems is just an external mesh database, so someone needs to send it to you, today i will not be on my computer until late evening, so i can send it to you then.
First you go to /Modules/Native/Module data in your install folder. Find mpitems and mpcharacters a d back them up somewhere.
Then you go into mpcharacters, type a multiplayer class name you want to alter, scroll down from the name of the class untill you find equipment "body", "head", "cape" etc.... Then copy the item id of an armor item, but not the whole id, just after the "mp_, (exapmle: Item_mp_plumed_helmet/ you copy just plumed_helmet) then go into mpitems and in ctrl+f search paste that. Once you find it, find its mesh=, thats what you want to change. Then in spitems search for head armors (they are nicely separated into armor groups, light/medium/heavy, and by culture. Then copy the mesh from spitems to mpitems, save mpitems, (you dont need to close any file, just need to save changes) start the game, then go in armory and go to class which gear you altered and you will see it has been changed.
Do all that and start and exit the game a 100 or more times and you will have some pretty combination
So basicaly, we (at least I know i do) try to use some basic armor that TW already has, thats the spitem file for. Then u search for stuff online that matches my imagination and i photoshop everything and sketch it how i want it. I take an initial screenshot at the armory in Bannerlord, after that remove background and add objects and shape them like i want. Its arround 30-50% mixing meshes and the rest photoshop.
I'm glad you enjoyed seeing what TW has to offer in terms of armor. All we're doing here is basicaly 2d concept art, but instead lf manual pen sketching, we use screenshots of in game models, and then sketch in photoshop onto them.7erj1 说:So far I have not started making 3D sketches, but it was interesting to see what kind of armor there is for Sturgia and what can be done with them. In general, here.
Firstly, I think that it is worth renaming the class name from "Druzhinnik" to "Horseman" (since many players are not familiar with the history of ancient rus, so I think this is a simpler name that reflects its essence).
The second is that the unit looks rustic. Therefore, I think he needs to provide better armor (the class should show its value).
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Here the situation is the opposite. This class looks too rich (cannot afford the full set of such expensive armor). By simplifying it a little, you need to make it more realistic.
The second image is for the class with the Sword perk, where I just replaced Hauberk with the same one, but without stripes (it fits better into the overall picture of the faction).![]()
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The brigand, with the "improved armor" perk turned on, is a little better in the quality of the armor and the overall look.
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Raider. This class needs to improve visual perception and similarity with other units of this fraction. In my opinion this is a good option.
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And finally, the Hunter. Improving armor is not always required to be similar to the original armor, but in this case it looks good (and the quality of the armor is much better than the current one).
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Terco_Viejo, maybe with time.Terco_Viejo 说:If you do the same (xlsx file) with the other factions, we'll crown you here as messiah.![]()
7erj1 说:Yes it is mine (at the moment I am actively studying environment art). If you have questions about 3d modelling write pm (glad to answer).
I also entered all the data in a table. Here almost all the armor related to Sturgia, also piece of drop-shaped shields (armor https://drive.google.com/open?id=1pyikGjENTRnE2MFO0KlU3Q0iIl-YBR27 and shields https://drive.google.com/open?id=1hdcpZbfT59UTIBE3fxNL-8DxwYfSgxia).
Some more units (thanks for advice to my uncle AJIexander). A slightly redesigned Huskarl class to make it more like the warriors of ancient rus. There is also an example of shields that would be nice to give our "Druzhinnik".
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Literally, imagine having an ID of every mesh, and its preview added beneathTerco_Viejo 说:If you do the same (xlsx file) with the other factions, we'll crown you here as messiah.![]()
I think this is true for only a couple of factions, also the Sturgians seem to lack in conal shaped helmets, other than the one we see for default Druzhnik.Terco_Viejo 说:Here is the proof of the existence of sufficient items to make models that fit aesthetically to what is required for each faction. Thank you for bringing it 7erj1: