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MANY TEXTS
It seems that everything is more or less okay with the textures. (although it depends on what the question is?)
However, there is a feeling that the torso and "skirt" are stretched too much, but this problem probably existed in the original model as well.
Should Landlords be replaced? If you're interested in my opinion, I wrote a large "work plan" for myself regarding the creatures of the Empire. For the first creature, it was something like this:
Repaint the peasant's shirt to brown and make him neutral (weaken characteristics, increase growth rate).
(Leave the characteristics of the others as they are, change only visually and according to the description.)
Make the unupgraded original Tier 1 Order unit a militia member,
make the upgraded advanced and ultimate upgrade a pikeman model from 6/7 (with some visual changes and repainting). There was an idea to take away their shield and lower the arm in the animation (this is not difficult), I wanted to do this so that the pikemen would differ more from the armored knights with shields.
The maximum program was to transplant the militia model onto the pikeman skeleton so that all three units of Tier 1 look cohesive, and the unupgraded unit differs in animation from the neutral peasant. This is already more complicated, but basically not difficult; you could partially take the model from 5, for example, leave the legs from the model from 6, just change the texture. You can also add some shoulder pads or something similar to the militiaman.
These were my thoughts, I’m just sharing ideas, maybe something will be useful.
In general, "should Landlords be replaced by these guys without changing the stats?" why not? It's a good idea. But I would at least take away their shield and lower the arm in the animation.
By the way, I looked at the improved pikeman model from 6. It seems that it differs from the unimproved one mainly in static details (I mean details that are rigidly attached to one bone and do not "bend" when playing the animation, i.e., helmet, shield, shoulder pad, etc.). If this is really the case, then making an upgraded creature based on a ready-made unimproved one is quite simple in this case. You only need to add details to it. And attaching a "static" detail to the skeleton is very easy, in two clicks.
However, there is one "bending" and very complex detail - the cloak. But basically, you can simply ignore it. Reattaching it using the attachment from the cloak from the model from 7 would not be difficult if the cloak model from 6 was in a neutral pose, and not in the starting animation pose. Otherwise, this is very complicated, and either you have to correct the position of the cloak from 6, or just take the cloak from 7, or perform other voodoo rituals.
By the way, I advise you to try Substance Painter to render the texture more beautifully and abandon the buggy gloss.
There are not only details... the main body also has a different UV map; work on the guardsman was underway, he seems to be completely ready, but working with animations hasn't been checked (I looked at him once in Granny Viewer with ILDE animation, and everything seemed fine, and the cloak bends).