<?xml version="1.0"?>
<rss version="2.0"><channel><title>Art Development Latest Topics</title><link>https://wildfiregames.com/forum/forum/409-art-development/</link><description>Art Development Latest Topics</description><language>en</language><item><title>Scythian Wonder: Royal Kurgan</title><link>https://wildfiregames.com/forum/topic/138498-scythian-wonder-royal-kurgan/</link><description><![CDATA[<p>
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="80923" href="https://wildfiregames.com/forum/uploads/monthly_2025_11/823639534_Screenshot2025-11-08220121.png.893741bff81dc96f2cf6f3ffafe73d09.png" rel=""><img alt="823639534_Screenshot2025-11-08220121.thumb.png.8850efb9662e711a9aff2b0d260ee96e.png" class="ipsImage ipsImage_thumbnailed" data-fileid="80923" data-ratio="45.50" width="1000" src="https://wildfiregames.com/forum/uploads/monthly_2025_11/823639534_Screenshot2025-11-08220121.thumb.png.8850efb9662e711a9aff2b0d260ee96e.png" /></a>
</p>

<p>
	 
</p>

<p>
	Hi all,
</p>

<p>
	I finally want to share the results of a project I've been working on for some time and abandoned several times in between. So here it is, the royal kurgan, a burial mound for a wonder for the scythians. Two main difficulties: (1) somehow make look interesting, what in references is just a bare hill and make it look built by humans (2) let an organic building blend in with the surrounding topography.
</p>

<p>
	Concerning (1): It might look too busy, there might be better options for prop placement, player color is difficult to add, maybe too many different/ not fitting stone colours, maybe add flora?
</p>

<p>
	Concerning (2): The underground part consumes a lot of tris, but the gravel stones blend in nicely with the ground also on uneven terrain. I don't know if it goes deep enough though.
</p>

<p>
	Further references:
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<iframe allowfullscreen="" data-controller="core.front.core.autosizeiframe" data-embedauthorid="34882" data-embedcontent="" data-embedid="embed7974415359" src="https://wildfiregames.com/forum/topic/108392-art-needed-remaining-nomadic-structures/?do=embed&amp;comment=557439&amp;embedComment=557439&amp;embedDo=findComment#comment-557439" style="height:334px;max-width:502px;"></iframe><iframe allowfullscreen="" data-controller="core.front.core.autosizeiframe" data-embedauthorid="16580" data-embedcontent="" data-embedid="embed8204125349" src="https://wildfiregames.com/forum/topic/20550-civ-scythians/?do=embed&amp;comment=314106&amp;embedComment=314106&amp;embedDo=findComment#comment-314106" style="height:334px;max-width:502px;"></iframe>

		<p>
			 
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	Some CC0 models I used:
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<a href="https://sketchfab.com/3d-models/anta-grande-do-zambujeiro-5f328a5d7cdd4f96b9a4dcacb426348e" rel="external nofollow">https://sketchfab.com/3d-models/anta-grande-do-zambujeiro-5f328a5d7cdd4f96b9a4dcacb426348e</a>
		</p>

		<p>
			<a href="https://sketchfab.com/3d-models/turas-station-51-dg080-003001-b328870bd87244be9a153be226e2e547" rel="external nofollow">https://sketchfab.com/3d-models/turas-station-51-dg080-003001-b328870bd87244be9a153be226e2e547</a>
		</p>

		<p>
			<a href="https://sketchfab.com/3d-models/bnhustoft-leirvik-froyar-ff481a2c9e504d119d541f377b19417b" rel="external nofollow">https://sketchfab.com/3d-models/bnhustoft-leirvik-froyar-ff481a2c9e504d119d541f377b19417b</a>
		</p>

		<p>
			<a href="https://sketchfab.com/3d-models/polovtsian-baba-fe8b7acd672f4f9cb2ab1ea7d7cf8bd3" rel="external nofollow">https://sketchfab.com/3d-models/polovtsian-baba-fe8b7acd672f4f9cb2ab1ea7d7cf8bd3</a>
		</p>

		<p>
			the other steles I sculpted myself <span><img alt=":)" data-emoticon="" height="20" src="https://wildfiregames.com/forum/uploads/emoticons/default_smile.png" srcset="https://wildfiregames.com/forum/uploads/emoticons/smile@2x.png 2x" title=":)" width="20" /></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	Feel free to test from the zip I added and let me know. I also added 7 different steles and two stone heaps of different sizes:
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="80925" href="https://wildfiregames.com/forum/uploads/monthly_2025_11/313342474_Screenshot2025-11-08221451.png.dccb481f6f381b097f61fe3d002b75c3.png" rel=""><img alt="313342474_Screenshot2025-11-08221451.thumb.png.1d473eafac38ce0af591b05e5aa6253a.png" class="ipsImage ipsImage_thumbnailed" data-fileid="80925" data-ratio="52.60" width="1000" src="https://wildfiregames.com/forum/uploads/monthly_2025_11/313342474_Screenshot2025-11-08221451.thumb.png.1d473eafac38ce0af591b05e5aa6253a.png" /></a>
</p>

<p>
	 
</p>

<p>
	This is how it would look without the reddish stones:
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="80926" href="https://wildfiregames.com/forum/uploads/monthly_2025_11/549927732_Screenshot2025-11-08213954.png.fab1476acfb30e8382d678ee5b880343.png" rel=""><img alt="549927732_Screenshot2025-11-08213954.thumb.png.6e6a4f87c05cf47b6f8aedf791ed7f27.png" class="ipsImage ipsImage_thumbnailed" data-fileid="80926" data-ratio="73.90" width="1000" src="https://wildfiregames.com/forum/uploads/monthly_2025_11/549927732_Screenshot2025-11-08213954.thumb.png.6e6a4f87c05cf47b6f8aedf791ed7f27.png" /></a>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	What is left to do: Choosing the final layout; maybe some colour adjustments; deleting all those hidden faces from the stones on the inside, tthen bake ao; checking on naming conventions, actor files and materials. Also the foundation is just prototype.
</p>

<p>
	 
</p>

<p>
	Edit: I played around with the colours a little bit, turns out that adding some warmth to the gravel base helps a lot, so the contrast between the grey and the reddish stones isn't that harsh. <a contenteditable="false" data-ipshover="" data-ipshover-target="https://wildfiregames.com/forum/profile/16580-wowgetoffyourcellphone/?do=hovercard" data-mentionid="16580" href="https://wildfiregames.com/forum/profile/16580-wowgetoffyourcellphone/" rel="">@wowgetoffyourcellphone</a> do you think you could work from here? My skills with colours and picture editing are very limited.
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<a class="ipsAttachLink" data-fileext="zip" data-fileid="80924" href="https://wildfiregames.com/forum/applications/core/interface/file/attachment.php?id=80924&amp;key=cec2c47052ce69aa35ca1d816723f0c6" rel="">862891456_kurgan0_28.1.zip</a>
</p>
]]></description><guid isPermaLink="false">138498</guid><pubDate>Sat, 08 Nov 2025 21:35:20 +0000</pubDate></item><item><title>=== [TASK] === Mallard - Anas platyrhynchos</title><link>https://wildfiregames.com/forum/topic/28579-task-mallard-anas-platyrhynchos/</link><description><![CDATA[<p>
	Hey folks,
</p>

<p>
	There is the contribution for today. Way harder than I though it would be. The result in low poly up close is really funky. But at distance I seems fine. Added a proof of concept animation as I had that idea of using span pose and use a deform bones to make the swimming/walking/chilling pose. Happy that it seems to work, maybe add a third wing 'layer' that would scale during closed wings poses so that it would be invisible the rest of the time. Kinda of out of the box idea, don't know if it'll work.
</p>

<p>
	What a odd little bird. The animation is bad mind you, a lot of the weight painting is to be tweaked. I was mostly interested about the idea of using that technique to have the same model walking and flying or if it's not necessary because it will never happen in game?
</p>

<p>
	Also I learn that the males change their colors during something called eclipse, and look a lot like the female (texture is next by the way). Soooo... I saw that there will a season system that could be implemented, I got some ideas to add texture season specific to the animals that have low variation in general. Using the alpha as a mask for snow for example (there were a lot of bisons like that). I digress.
</p>

<p>
	As always feedback and critique are welcome. <img alt=";)" data-emoticon="" height="20" src="https://wildfiregames.com/forum/uploads/emoticons/default_wink.png" srcset="https://wildfiregames.com/forum/uploads/emoticons/wink@2x.png 2x" title=";)" width="20"></p>

<p>
	<a href="https://streamable.com/jmuluh" rel="external nofollow">https://streamable.com/jmuluh</a>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<a class="ipsAttachLink ipsAttachLink_image" href="https://wildfiregames.com/forum/uploads/monthly_2020_07/render-mallard.png.6cb840f1d14b23e952bc824fd3cb5d66.png" data-fileid="47416" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="47416" data-ratio="56.30" width="1000" alt="render-mallard.thumb.png.5d583bc10ddb084a2c7c1b1daafb2d71.png" src="https://wildfiregames.com/forum/uploads/monthly_2020_07/render-mallard.thumb.png.5d583bc10ddb084a2c7c1b1daafb2d71.png"></a>
		</p>
	</div>
</div>

<p>
	The files:
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			 
		</p>

		<p>
			<img class="ipsImage ipsImage_thumbnailed" data-fileid="47419" data-ratio="100.00" width="512" alt="mallard-texture--baked512.png.940f277ffd5eba6f37a06f48372a7390.png" src="https://wildfiregames.com/forum/uploads/monthly_2020_07/mallard-texture--baked512.png.940f277ffd5eba6f37a06f48372a7390.png"></p>

		<p>
			 
		</p>

		<p>
			<a class="ipsAttachLink" contenteditable="false" data-fileid="47417" href="https://wildfiregames.com/forum/applications/core/interface/file/attachment.php?id=47417" data-fileext="dae" rel="">animal_mallard-anas_platyrhynchos.dae</a>
		</p>

		<p>
			 
		</p>
	</div>
</div>

<p>
	Note: It's late and i saw that the texture has the artefacts of before topology cleanup in the low poly version. It doesn't affect the texture because it's out of the uv zone but I'll see to bake something more clean.
</p>]]></description><guid isPermaLink="false">28579</guid><pubDate>Wed, 29 Jul 2020 02:38:44 +0000</pubDate></item><item><title>Guide to follow to make Heroes portraits.</title><link>https://wildfiregames.com/forum/topic/27521-guide-to-follow-to-make-heroes-portraits/</link><description><![CDATA[<p>
	 
</p>

<p>
	I'm writing this just to see if anyone would like to draw more portrait icons for the heroes.
</p>

<p>
	In the following section I explain the composition and guidelines to be followed.
</p>

<p>
	consists of basic knowledge of painting, photography and video game industry.
</p>

<p>
	------
</p>

<p>
	Rossi starts with an existing 3d model in order to add features.
</p>

<p>
	<img alt="image.thumb.png.ef28e91ebc1e0d7250594008a4aa45c6.png" data-ratio="56.30" width="1000" data-fileid="24230" src="https://wildfiregames.com/forum/uploads/monthly_2018_03/image.thumb.png.ef28e91ebc1e0d7250594008a4aa45c6.png"></p>

<p>
	then defines the facial features of the subject, as well as his age and facial characteristics based on the history and archetype of the face, this means that it segments the muscles of the face to define the facial features. 
</p>

<p>
	<img alt="image.thumb.png.9291410580fbe31d62f848fc58ab2bdf.png" data-ratio="56.30" width="1000" data-fileid="24231" src="https://wildfiregames.com/forum/uploads/monthly_2018_03/image.thumb.png.9291410580fbe31d62f848fc58ab2bdf.png"></p>

<p>
	uses different layers of black and white shadows very different from how I do it but based on the principle of light and shadow composition, think in black and white before venturing into color.
</p>

<p>
	<img alt="image.thumb.png.dadfa12954e0d786ab34702867db55a9.png" data-ratio="56.30" width="1000" data-fileid="24375" src="https://wildfiregames.com/forum/uploads/monthly_2018_03/image.thumb.png.dadfa12954e0d786ab34702867db55a9.png"></p>

<p>
	 
</p>

<p>
	<img alt="Sketches.png" data-ratio="32.70" width="1000" data-fileid="28369" src="https://wildfiregames.com/forum/uploads/monthly_2018_08/Sketches.thumb.png.dbaa077de0a57045dabbc8b9de3a05a5.png"></p>

<p>
	the shadows are taken from the tridemensional object typical of the first techniques of painting with realistic illumination elaborated in the Spanish baroque and post renaissance.
</p>

<p>
	the theory of light-dark.
</p>

<p>
	<a href="https://es.wikipedia.org/wiki/Penumbra" rel="external nofollow">https://es.wikipedia.org/wiki/Penumbra</a>
</p>

<p>
	<img data-ratio="91.82" width="220" alt="220px-Kernschatten_und_Halbschatten.svg.png" src="https://wildfiregames.com/forum/uploads/imageproxy/220px-Kernschatten_und_Halbschatten_svg.png.cfec90f4e30c7f995ac9ae31df142ee4.png"></p>

<p>
	This is defined by the origin of the light or the light source.
</p>

<p>
	<img alt="1149420021_valuesketches2.thumb.png.ae9a05ab57847260d87e810a2c47f0e8.png" data-ratio="23.40" width="1000" data-fileid="28370" src="https://wildfiregames.com/forum/uploads/monthly_2018_08/1149420021_valuesketches2.thumb.png.ae9a05ab57847260d87e810a2c47f0e8.png"></p>

<p>
	the guide for composition is Standard I give to Rossi. was pure commercial.
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<img alt="Captura.JPG" data-ratio="52.80" width="1000" data-fileid="24107" src="https://wildfiregames.com/forum/uploads/monthly_2018_03/Captura.thumb.JPG.7c72d9e65ca0f2abd0008b72f044e030.JPG"><img alt="wd-mf-blizzcon2011.jpg" data-ratio="59.84" width="996" data-fileid="24108" src="https://wildfiregames.com/forum/uploads/monthly_2018_03/wd-mf-blizzcon2011.jpg.417262d35fbf983d78b447f257474f9d.jpg"></p>

		<p>
			<img alt="barb-mf-blizzcon2011.jpg" data-ratio="58.49" width="995" data-fileid="24109" src="https://wildfiregames.com/forum/uploads/monthly_2018_03/barb-mf-blizzcon2011.jpg.f3833792d07fb1013109dbb5fa0dfe0a.jpg"></p>
	</div>
</div>

<blockquote class="ipsQuote" data-ipsquote="">
	<div class="ipsQuote_citation">
		Quote
	</div>

	<div class="ipsQuote_contents">
		<p style="background-color:#ffffff;color:#353c41;font-size:14px;">
			Really impressive. I made  make a topic with commercial art.the yours is really desirable.
		</p>

		<p style="background-color:#ffffff;color:#353c41;font-size:14px;">
			Conceptual art work is welcome. but not much relent right now.
		</p>

		<p style="background-color:#ffffff;color:#353c41;font-size:14px;">
			Can be nice finish the Heroes icons.
		</p>

		<p style="background-color:#ffffff;color:#353c41;font-size:14px;">
			Campaigns sadly we need the help of Programming team.
		</p>
	</div>
</blockquote>

<p>
	so basically we talk about make and standar Illustration technique.
</p>

<p>
	composition is 3/4 or 45 grades from object perpective.
</p>

<p>
	is a technique of portrait photography.
</p>

<p>
	<img alt="Resultado de imagen para 3/4 photography" data-ratio="100.00" width="236" src="https://wildfiregames.com/forum/uploads/imageproxy/feb3d2cef5e530edd1d7ee7d1bbbb9b9--photo-portrait-portrait-woman.jpg.29cd320ebd028b6c006b35c1eb3a784e.jpg"><img alt="Resultado de imagen para 3/4 photography" data-ratio="124.58" width="236" src="https://wildfiregames.com/forum/uploads/imageproxy/3750b6a2df1219dcff455e9867b4bd5b--painting-portraits-oil-paintings.jpg.81334e498bcc42fe655f2ec4cdeb548b.jpg"></p>

<p>
	you can see this in google for more examples.
</p>

<blockquote class="ipsQuote" data-ipsquote="">
	<div class="ipsQuote_citation">
		Quote
	</div>

	<div class="ipsQuote_contents">
		<p style="background-color:#ffffff;border:0px;color:#242729;font-size:15px;padding:0px;text-align:left;vertical-align:baseline;">
			There are several ways the term<span> </span><em style="border:0px;font-size:15px;padding:0px;vertical-align:baseline;">3/4</em><span> </span>is used in photography. They have various different meanings. Sometimes an accompanying word, such as<span> </span><em style="border:0px;font-size:15px;padding:0px;vertical-align:baseline;">portrait</em><span> </span>or<span> </span><em style="border:0px;font-size:15px;padding:0px;vertical-align:baseline;">view</em><span> </span>helps to provide some context, but sometimes the context of the entire discussion needs to be taken into account to identify exactly what is being referenced by the term.
		</p>

		<p style="background-color:#ffffff;border:0px;color:#242729;font-size:15px;padding:0px;text-align:left;vertical-align:baseline;">
			In portrait photography a<span> </span><em style="border:0px;font-size:15px;padding:0px;vertical-align:baseline;">3/4 portrait</em><span> </span>usually means the subject is pictured from the top of their head to somewhere between mid-thigh and just above the knees. This usage does not depend upon what angle the model is facing with respect to the camera, just that<span> </span><strong style="border:0px;font-size:15px;padding:0px;vertical-align:baseline;">the upper three-fourths of the model's body is included in the photograph</strong>.
		</p>

		<p style="background-color:#ffffff;border:0px;color:#242729;font-size:15px;padding:0px;text-align:left;vertical-align:baseline;">
			A<span> </span><em style="border:0px;font-size:15px;padding:0px;vertical-align:baseline;">3/4 facial view</em>, on the other hand, refers to the direction the model's face is oriented with respect to the camera.<span> </span><strong style="border:0px;font-size:15px;padding:0px;vertical-align:baseline;">It is called a 3/4 facial view because about 3/4's of the model's face is visible in such a pose</strong>. The model is pictured facing about a 45º angle to the camera so that the far ear is just out of view. The exact angle will depend upon the physical characteristics of the model's face. In contrast, a<span> </span><em style="border:0px;font-size:15px;padding:0px;vertical-align:baseline;">2/3 facial view</em><span> </span>turns the model's head a little further from the camera so that the far eye is very near the edge of the face with just a small border of flesh between the eye and the space beyond the face.
		</p>

		<p style="background-color:#ffffff;border:0px;color:#242729;font-size:15px;padding:0px;text-align:left;vertical-align:baseline;">
			A<span> </span><em style="border:0px;font-size:15px;padding:0px;vertical-align:baseline;">3/4 view portrait</em><span> </span>may be the same as a<span> </span><em style="border:0px;font-size:15px;padding:0px;vertical-align:baseline;">3/4 facial</em><span> </span>that is a tight framing of just the face and neck, or it may include the model's face at about a 45º angle (far ear just out of view) but also with more of the model's body visible which may or may not be facing the same direction as the model's face.
		</p>

		<p style="background-color:#ffffff;border:0px;color:#242729;font-size:15px;padding:0px;text-align:left;vertical-align:baseline;">
			The term<span> </span><em style="border:0px;font-size:15px;padding:0px;vertical-align:baseline;">American shot</em><span> </span>or<span> </span><em style="border:0px;font-size:15px;padding:0px;vertical-align:baseline;">American cowboy shot</em><span> </span>originated in cinema but is now also used in still photography. It is both a<span> </span><em style="border:0px;font-size:15px;padding:0px;vertical-align:baseline;">3/4 angle</em><span> </span>shot where the model is turned about 45º from the camera and a<span> </span><em style="border:0px;font-size:15px;padding:0px;vertical-align:baseline;">3/4 portrait</em><span> </span>shot that makes about 3/4 of the model's body visible. This allowed both the actor's face and the six-gun on his hip to be visible to the camera. It can also be used in a context without the model wearing cowboy attire or a six-gun. (Interestingly, the phrase was coined by French filmmakers as a derisive term associated with the American cowboy movies that they detested.)
		</p>

		<p style="background-color:#ffffff;border:0px;color:#242729;font-size:15px;padding:0px;text-align:left;vertical-align:baseline;">
			Other photographic subjects besides human models are often photographed in<span> </span><em style="border:0px;font-size:15px;padding:0px;vertical-align:baseline;">3/4 view</em><span> </span>which means the subject is facing about a 45º angle to the camera. Photos of<span> </span><a href="https://photo.stackexchange.com/a/75233/15871" style="border:0px;color:rgba(86,156,210,.8);font-size:15px;padding:0px;vertical-align:baseline;" rel="external nofollow">railroad locomotives</a>, classic cars, airplanes, etc. are often shot in 3/4 view so that both the front and sides of the subject are visible. Sometimes an elevation is also used so that the top of the subject is also in view. The<span> </span><em style="border:0px;font-size:15px;padding:0px;vertical-align:baseline;">elevated 3/4 view</em><span> </span>is often used in product photography as well
		</p>
	</div>
</blockquote>

<p>
	the the frame is called a bust shot.
</p>

<p>
	<img alt="Resultado de imagen para bust shot" data-ratio="126.00" width="200" src="https://wildfiregames.com/forum/uploads/imageproxy/34d40f6c17394474b13d89ab151d71d9.jpeg.de0cd3d4798f400ac2f887fa3041a408.jpeg"></p>

<p>
	there are two version of this technique.
</p>

<blockquote class="ipsQuote" data-ipsquote="">
	<div class="ipsQuote_citation">
		Quote
	</div>

	<div class="ipsQuote_contents">
		<p>
			<span style="background-color:#ffffff;color:#242729;font-size:15px;text-align:left;">3/4 portrait can mean two different things. It can mean 3/4 length portrait that shows the upper 3/4 of the body, or 3/4 facial portrait where the head is turned slightly away from facing the camera.</span>
		</p>
	</div>
</blockquote>

<p>
	but Im refering the angle was this way as I learn this composition.
</p>

<blockquote class="ipsQuote" data-ipsquote="">
	<div class="ipsQuote_citation">
		Quote
	</div>

	<div class="ipsQuote_contents">
		<p>
			<span style="background-color:#ffffff;color:#000000;font-size:small;"><span> </span>A medium closeup (</span><strong style="background-color:#ffffff;color:#000000;font-size:small;">MCU</strong><span style="background-color:#ffffff;color:#000000;font-size:small;">) is a shot cropped between the shoulders and the belt line. Also called a bust shot.</span>
		</p>
	</div>
</blockquote>

<p>
	 
</p>

<p>
	is desirable use Hero actual clothes or helmet. but not necesary.
</p>

<p>
	<img class="ipsImage ipsImage_thumbnailed" data-fileid="42640" data-ratio="123.27" width="202" alt="image.jpeg.b2b7d7e77ab608aa6c3d8717ee1d9aae.jpeg" src="https://wildfiregames.com/forum/uploads/monthly_2020_01/image.jpeg.b2b7d7e77ab608aa6c3d8717ee1d9aae.jpeg"></p>

<p>
	Why baroque?
</p>

<p>
	<img alt="Resultado de imagen para diego velazquez" data-ratio="118.18" width="220" src="https://wildfiregames.com/forum/uploads/imageproxy/663012266_220px-Diego_VelC3A1zquez_Autorretrato_45_x_38_cm_-_ColecciC3B3n_Real_Academia_de_Bellas_Artes_de_San_Carlos_-_Museo_de_Bellas_Artes_de_Valencia.jpg.40cdf0a0b01ae72fd6277c3d719662a1.jpg"></p>

<p>
	was characterized by realism, richness and intensity of colors, as well as a strong contrast between lights and shadows.
</p>

<p>
	So this mixture of feature are ideal to make portraits(relistic)
</p>

<p>
	<img class="ipsImage ipsImage_thumbnailed" data-fileid="42641" data-ratio="96.93" width="228" alt="image.jpeg.0a2f2e5a54de9e5184278ef9957f8289.jpeg" src="https://wildfiregames.com/forum/uploads/monthly_2020_01/image.jpeg.0a2f2e5a54de9e5184278ef9957f8289.jpeg">.<img data-ratio="168.24" width="170" alt="170px-Fayum-11.jpg" src="https://wildfiregames.com/forum/uploads/imageproxy/170px-Fayum-11.jpg.cadbb66f6d110534e633b7c2be549e6b.jpg"></p>

<p>
	is less realistic than Medieval ones.
</p>

<blockquote class="ipsQuote" data-ipsquote="">
	<div class="ipsQuote_citation">
		Quote
	</div>

	<div class="ipsQuote_contents">
		<p>
			<span style="background-color:#ffffff;color:#222222;font-size:14px;">In Greece and Rome, wall painting was not considered as high art. The most prestigious form of art besides sculpture was<span> </span></span><a href="https://en.wikipedia.org/wiki/Panel_painting" style="color:#0b0080;font-size:14px;" title="Panel painting" rel="external nofollow">panel painting</a><span style="background-color:#ffffff;color:#222222;font-size:14px;">, i.e.<span> </span></span><a href="https://en.wikipedia.org/wiki/Tempera" style="color:#0b0080;font-size:14px;" title="Tempera" rel="external nofollow">tempera</a><span style="background-color:#ffffff;color:#222222;font-size:14px;"><span> </span>or<span> </span></span><a href="https://en.wikipedia.org/wiki/Encaustic_painting" style="color:#0b0080;font-size:14px;" title="Encaustic painting" rel="external nofollow">encaustic painting</a><span style="background-color:#ffffff;color:#222222;font-size:14px;"><span> </span>on wooden panels. Unfortunately, since wood is a perishable material, only a very few examples of such paintings have survived, namely the<span> </span></span><a href="https://en.wikipedia.org/wiki/Severan_Tondo" style="color:#0b0080;font-size:14px;" title="Severan Tondo" rel="external nofollow">Severan Tondo</a><span style="background-color:#ffffff;color:#222222;font-size:14px;"><span> </span>from c. 200 AD, a very routine official portrait from some provincial government office, and the well-known<span> </span></span><a href="https://en.wikipedia.org/wiki/Fayum_mummy_portraits" style="color:#0b0080;font-size:14px;" title="Fayum mummy portraits" rel="external nofollow">Fayum mummy portraits</a><span style="background-color:#ffffff;color:#222222;font-size:14px;">, all from Roman Egypt, and almost certainly not of the highest contemporary quality. The portraits were attached to burial mummies at the face, from which almost all have now been detached. They usually depict a single person, showing the head, or head and upper chest, viewed frontally. The background is always monochrome, sometimes with decorative elements.</span><sup style="background-color:#ffffff;color:#222222;font-size:11.2px;"><a href="https://en.wikipedia.org/wiki/Roman_art#cite_note-20" style="color:#0b0080;" rel="external nofollow">[20]</a></sup><span style="background-color:#ffffff;color:#222222;font-size:14px;"><span> </span>In terms of artistic tradition, the images clearly derive more from Greco-Roman traditions than Egyptian ones. They are remarkably realistic, though variable in artistic quality, and may indicate that similar art which was widespread elsewhere but did not survive. A few portraits painted on glass and medals from the later empire have survived, as have coin portraits, some of which are considered very realistic as</span>
		</p>
	</div>
</blockquote>

<p>
	and is less cartoony than ctual digital art.
</p>

<p>
	<img alt="Resultado de imagen para digital portrait painting" data-ratio="56.25" width="1200" src="https://wildfiregames.com/forum/uploads/imageproxy/ULTIMATE-BEGINNERS-GUIDE-Digital-Portrait-Painting.jpg.92ca9b3ff9741c05f6c764547f96801d.jpg"></p>

<p>
	 
</p>

<p>
	we can said is kind of mixture techniques.
</p>

<p>
	and more natural than other digital one.
</p>

<p>
	<img alt="Resultado de imagen para digital portrait painting" data-ratio="125.00" width="1200" src="https://wildfiregames.com/forum/uploads/imageproxy/large_610087_yt3qgk4qh0x_ekhrzvrdpitua.jpg.56f748bdff2d2f6f1264f6a6aa33afdb.jpg"></p>

<p>
	 
</p>

<p>
	isnt dificult if you are familiar with technique to paint in photoshop - like program , kripta or even gimp.
</p>

<p>
	 
</p>]]></description><guid isPermaLink="false">27521</guid><pubDate>Wed, 22 Jan 2020 03:12:12 +0000</pubDate></item><item><title>Erechtheion</title><link>https://wildfiregames.com/forum/topic/138517-erechtheion/</link><description><![CDATA[<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="80945" href="https://wildfiregames.com/forum/uploads/monthly_2025_11/1374577834_Screenshot2025-11-10003309.png.8526772e342988bd1fffd61d920b959a.png" rel=""><img alt="1374577834_Screenshot2025-11-10003309.thumb.png.bf0775d176e6e68c1b2eb60e353ac1f8.png" class="ipsImage ipsImage_thumbnailed" data-fileid="80945" data-ratio="70.50" width="1000" src="https://wildfiregames.com/forum/uploads/monthly_2025_11/1374577834_Screenshot2025-11-10003309.thumb.png.bf0775d176e6e68c1b2eb60e353ac1f8.png" /></a>
</p>

<p>
	<img alt="365003481_Screenshot2025-11-09235754.png.38e8f2f5ab9ece97da9d9158da19fad6.png" class="ipsImage ipsImage_thumbnailed" data-fileid="80941" data-ratio="72.76" width="925" src="https://wildfiregames.com/forum/uploads/monthly_2025_11/365003481_Screenshot2025-11-09235754.png.38e8f2f5ab9ece97da9d9158da19fad6.png" />
</p>

<p>
	Erechtheion and carytids from the acropolis in athens
</p>

<p>
	<a href="https://en.wikipedia.org/wiki/Erechtheion" rel="external nofollow">https://en.wikipedia.org/wiki/Erechtheion</a>
</p>

<p>
	<a href="https://en.wikipedia.org/wiki/Caryatid" rel="external nofollow">https://en.wikipedia.org/wiki/Caryatid</a>
</p>

<p>
	<a href="https://www.artstation.com/artwork/lxY91a" rel="external nofollow">https://www.artstation.com/artwork/lxY91a</a>
</p>

<p>
	<a class="ipsAttachLink" data-fileext="zip" data-fileid="80944" href="https://wildfiregames.com/forum/applications/core/interface/file/attachment.php?id=80944&amp;key=d7913af4cce9acbc0d03b230a1453c66" rel="">1228892164_erechtheion0_28.1.zip</a>
</p>

<p>
	 
</p>

<p>
	licence
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<a href="https://open.smk.dk/en/artwork/image/KAS838?q=St%C3%A5ende%20kvinde%2C%20kopi%20efter%20karyatide%20C%2C%20Erechtheion%20p%C3%A5%20Athens%20Akropolis&amp;page=0&amp;filters=has_3d_file%3Atrue" rel="external nofollow">https://open.smk.dk/en/artwork/image/KAS838?q=Stående kvinde%2C kopi efter karyatide C%2C Erechtheion på Athens Akropolis&amp;page=0&amp;filters=has_3d_file%3Atrue</a>
		</p>

		<p>
			<a class="ipsAttachLink ipsAttachLink_image" href="https://wildfiregames.com/forum/uploads/monthly_2025_11/1389457676_Screenshot2025-11-10111326.png.a74c16d6a8340829fd4e3b9c6603a419.png" data-fileid="80948" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="80948" data-ratio="36.00" width="1000" alt="1118541052_Screenshot2025-11-10111326.thumb.png.562b268064949c574495d65b77ac6a7b.png" src="https://wildfiregames.com/forum/uploads/monthly_2025_11/1118541052_Screenshot2025-11-10111326.thumb.png.562b268064949c574495d65b77ac6a7b.png" /></a>
		</p>

		<p>
			<a class="ipsAttachLink ipsAttachLink_image" href="https://wildfiregames.com/forum/uploads/monthly_2025_11/1309445703_Screenshot2025-11-10111354.png.d54519122d63a7f797a85726bbc15767.png" data-fileid="80949" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="80949" data-ratio="23.50" width="1000" alt="142768250_Screenshot2025-11-10111354.thumb.png.7c45c995b303ceeef777c5eac102fad6.png" src="https://wildfiregames.com/forum/uploads/monthly_2025_11/142768250_Screenshot2025-11-10111354.thumb.png.7c45c995b303ceeef777c5eac102fad6.png" /></a>
		</p>

		<p>
			<a class="ipsAttachLink ipsAttachLink_image" href="https://wildfiregames.com/forum/uploads/monthly_2025_11/561927989_Screenshot2025-11-10111625.png.8aed38a32b9539d78104fb467add44c4.png" data-fileid="80950" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="80950" data-ratio="52.60" width="1000" alt="1499697196_Screenshot2025-11-10111625.thumb.png.18173bc8211fc6575fd4a57572fa598d.png" src="https://wildfiregames.com/forum/uploads/monthly_2025_11/1499697196_Screenshot2025-11-10111625.thumb.png.18173bc8211fc6575fd4a57572fa598d.png" /></a>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">138517</guid><pubDate>Sun, 09 Nov 2025 23:37:30 +0000</pubDate></item><item><title>LEGAL WAIVER: Please read this before contributing</title><link>https://wildfiregames.com/forum/topic/16802-legal-waiver-please-read-this-before-contributing/</link><description><![CDATA[<p>In July 2009, 0 A.D. became <strong>free, open-source software (FOSS), </strong>where "free" means both gratis and, more importantly,<strong> "free" as in software and cultural freedom.</strong></p><p>(Specifically, we, the developers of 0 A.D., have made the code and data of the game available under the <a href="http://www.gnu.org/licenses/gpl-2.0.html" rel="external nofollow">GPL</a> license, version 2 or later, and released the art, sound and documentation under <a href="http://creativecommons.org/licenses/by-sa/3.0/" rel="external nofollow">CC-BY-SA</a>, version 3.0.)</p><p><strong>Briefly, this means that we allowed anyone to reuse components of 0 A.D. for any purpose, redistribute them and remix them without having to ask us for permission. </strong>They are free to make new games using the 0 A.D. engine, they may create remixes of 0 A.D. music, you name it.</p><p>We did this, among other reasons, because we believe free, open-source software like 0 A.D. encourages sharing, learning and creativity, and we want to encourage people to remix, mod and tinker with 0 A.D. in the future.</p><p>---</p><p>But there's <strong>an important condition </strong>that comes with these licenses. The main condition we ask from anyone who wants to make their own works derived from 0 A.D. (or parts of it) is <strong>that they release those derivative works only under the same licenses we did, </strong>or under similar ones.</p><p>In other words, let's say you want to take a 3d elephant from 0 A.D. and you want to add a funny hat on its head and show everyone on the internet that you made a funny elephant with a hat.</p><p>If you do this using an elephant from 0 A.D., you must allow other people to reuse the "elephant with the hat" image as much as they want, to redistribute and to remix it, etc., and even print it on posters and sell them if they want to. If you remix an elephant image from 0 A.D., you cannot legally tell people, "you can't use this 'elephant with hat' image without my permission", or require money for the permission to print it, etc.</p><p>In this way, the creator of the "elephant" image makes sure that the "elephant and hat" work, the "elephant in a dress" work etc. all remain free cultural works. Nobody can legally rip off 0 A.D. works to make their own proprietary art. Rather, the 0 A.D. artwork and all its derivatives will remain forever free for everyone to share and enjoy.</p><p>---</p><p><strong>For many reasons, it is important that we make sure that </strong><em><strong>everything that is bundled as a part of 0 A.D. </strong></em><strong>is released freely. </strong></p><p>From the codebase and development tools, through the unit statistics, the artwork, the music score and the sound effects, to the stories of the scenarios and campaigns - Everything <em>must </em>be free (as in "freedom").</p><p>We must be very strict about this, or we risk disappointing some people who really want to make sure everything they use is free and trust us to keep tabs on these matters. This helps us maintain effective ways for 0 A.D.'s distribution and our public image.</p><p><strong>So, if you want us to bundle your art contributions with 0 A.D., we ask you to post in this thread to release your artwork under CC BY-SA 3.0.</strong></p><p><strong>To do this, please copy-paste the following sentence and post in this thread:</strong></p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="16802" data-ipsquote-contentclass="forums_Topic"><div>I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the <a href="http://en.wikipedia.org/wiki/en:Creative_Commons" rel="external nofollow">Creative Commons</a> <a href="http://creativecommons.org/licenses/by-sa/3.0/deed.en" rel="external nofollow">Attribution-Share Alike 3.0 Unported</a> license.</div></blockquote><p>Please remember this action is irrevocable - Once you release a work under this license, you can never take it back and say, "I don't allow you to remix this 3d giraffe without asking for my permission".</p><p>---</p><p>Thanks in advance from all of us.</p><p>Feel free to post in this thread if you have any questions.</p><p>And may your contribution to free software and culture be everlasting. <img src="http://www.wildfiregames.com/forum/uploads//emoticons/default_smile.png" alt=":)"></p>]]></description><guid isPermaLink="false">16802</guid><pubDate>Sat, 01 Dec 2012 12:20:47 +0000</pubDate></item><item><title>Maybe I can do something for improving the models of the Han civilization?</title><link>https://wildfiregames.com/forum/topic/138467-maybe-i-can-do-something-for-improving-the-models-of-the-han-civilization/</link><description><![CDATA[<p>
	Currently some characters of the Han civilization in 0AD do not exactly show the style of the Han Dynasty. I have made several models based on the pottery figurines and stone reliefs of the Eastern Han Dyansty (25 AD - 220 AD), as I wish to bring the clothing of the Han Dynasty to 3D based on archaeological documents. I use Marvelous Designer for designing clothing and use Blender for designing the rest. I may offer clothing models. I cannot offer human models and materials as they are restricted by licenses. For human models, perhaps you may offer base human models, so I can adapt clothing to them. I am not able to make animation or skeletons. So if you need a character to perform a specific action, I am not able to do that.
</p>

<p>
	Some pictures of the models I made are attached.
</p>

<p><a href="https://wildfiregames.com/forum/uploads/monthly_2025_11/1.jpg.1de1bbf5b3a1de1a58a084e472ba2a0d.jpg" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="80887" src="https://wildfiregames.com/forum/uploads/monthly_2025_11/1.thumb.jpg.896aeb416ac0469f60858a6abbef5235.jpg" data-ratio="178.15" width="421" class="ipsImage ipsImage_thumbnailed" alt="1.jpg"></a></p>
<p><a href="https://wildfiregames.com/forum/uploads/monthly_2025_11/2.jpg.e6238139a50b6fc627843433dba57468.jpg" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="80888" src="https://wildfiregames.com/forum/uploads/monthly_2025_11/2.thumb.jpg.079773909a8ea540f5e12ec44ed63589.jpg" data-ratio="152.44" width="492" class="ipsImage ipsImage_thumbnailed" alt="2.jpg"></a></p>
<p><a href="https://wildfiregames.com/forum/uploads/monthly_2025_11/3.jpg.d62a2deb79f9915e1fbbdef336f58372.jpg" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="80889" src="https://wildfiregames.com/forum/uploads/monthly_2025_11/3.thumb.jpg.41d2f7643fb18eeec35662274981d98b.jpg" data-ratio="154.96" width="484" class="ipsImage ipsImage_thumbnailed" alt="3.jpg"></a></p>
<p><a href="https://wildfiregames.com/forum/uploads/monthly_2025_11/4.jpg.309dd234cd7a33fb2c04c18940218b8c.jpg" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="80890" src="https://wildfiregames.com/forum/uploads/monthly_2025_11/4.thumb.jpg.8fb2f6e40587c66048dbb52be3e0c3d5.jpg" data-ratio="18.7" width="1000" class="ipsImage ipsImage_thumbnailed" alt="4.jpg"></a></p>
<p><a href="https://wildfiregames.com/forum/uploads/monthly_2025_11/5.jpg.3892ce47267428f79eddc59ec6145e53.jpg" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="80891" src="https://wildfiregames.com/forum/uploads/monthly_2025_11/5.thumb.jpg.c44d5f7d37179e1987651aff357ca6af.jpg" data-ratio="22.3" width="1000" class="ipsImage ipsImage_thumbnailed" alt="5.jpg"></a></p>
<p><a href="https://wildfiregames.com/forum/uploads/monthly_2025_11/6.jpg.16726a67467f50f8db030f0b05f441db.jpg" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="80892" src="https://wildfiregames.com/forum/uploads/monthly_2025_11/6.thumb.jpg.21ea23d513d31e36686049e0b907592b.jpg" data-ratio="61.9" width="1000" class="ipsImage ipsImage_thumbnailed" alt="6.jpg"></a></p>]]></description><guid isPermaLink="false">138467</guid><pubDate>Fri, 07 Nov 2025 14:10:57 +0000</pubDate></item><item><title>A roaring experiment:</title><link>https://wildfiregames.com/forum/topic/138273-a-roaring-experiment/</link><description><![CDATA[<blockquote class="twitter-tweet">
	<p dir="ltr" lang="en">
		After 21 years since it was modelled, finally got around to getting <a href="https://twitter.com/play0ad?ref_src=twsrc%5Etfw" rel="external nofollow">@play0ad</a>'s easter egg dragon some anims using <a href="https://twitter.com/scottpetrovic?ref_src=twsrc%5Etfw" rel="external nofollow">@scottpetrovic</a>'s mesh2motion<br>
		Took me three attempts (kept pressing the back button accidentally)<br>
		Probably too many bones for a RTS though <img alt=":D" data-emoticon="true" height="20" loading="lazy" src="https://wildfiregames.com/forum/uploads/emoticons/default_biggrin.png" srcset="https://wildfiregames.com/forum/uploads/emoticons/biggrin@2x.png 2x" title=":D" width="20"><a href="https://twitter.com/hashtag/gamedev?src=hash&amp;ref_src=twsrc%5Etfw" rel="external nofollow">#gamedev</a> <a href="https://twitter.com/hashtag/OpenSource?src=hash&amp;ref_src=twsrc%5Etfw" rel="external nofollow">#OpenSource</a> <a href="https://t.co/0QC58P2hui" rel="external nofollow">pic.twitter.com/0QC58P2hui</a>
	</p>
	— Stan` (@stanislasdolcin) <a href="https://twitter.com/stanislasdolcin/status/1983648995391254693?ref_src=twsrc%5Etfw" rel="external nofollow">October 29, 2025</a>
</blockquote>
<script async src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>]]></description><guid isPermaLink="false">138273</guid><pubDate>Thu, 30 Oct 2025 08:30:04 +0000</pubDate></item><item><title>Animation interpolation</title><link>https://wildfiregames.com/forum/topic/135089-animation-interpolation/</link><description><![CDATA[<p>
	This might just be me, but some level of interpolation would make animations look miles better
</p>
]]></description><guid isPermaLink="false">135089</guid><pubDate>Fri, 08 Aug 2025 18:33:27 +0000</pubDate></item><item><title>Throwing animations</title><link>https://wildfiregames.com/forum/topic/130161-throwing-animations/</link><description><![CDATA[<p>
	Are there animations created for axe throwing or knife throwing?
</p>
]]></description><guid isPermaLink="false">130161</guid><pubDate>Tue, 01 Apr 2025 14:09:13 +0000</pubDate></item><item><title>Art Goals -- Release 28</title><link>https://wildfiregames.com/forum/topic/127521-art-goals-release-28/</link><description><![CDATA[<p>
	Alpha 27 is near and it's time to start thinking about the art goals we'd like to hit for Release 28, which is a release we hope will make a big splash. 
</p>

<p>
	 
</p>

<p>
	<strong>Finish the Cimbri faction (early Germans)</strong>
</p>

<ul>
	<li>
		New Market model
	</li>
	<li>
		Make the building models looked more "lived in" with props such as vines, etc.
	</li>
	<li>
		Commission an artist to create portraits for the Heroes, roughly in line with the portraits of other heroes already in the game.
	</li>
	<li>
		A new Wonder model.
	</li>
	<li>
		What else?
	</li>
</ul>

<p>
	<strong>Create Ramming animations for Ramming Ships</strong>
</p>

<ul>
	<li>
		Essentially just need to "reverse" the walking animation for a few cycles, then go forward again. 
	</li>
	<li>
		Can this be done programmicly or will it actually require new dae animations?
	</li>
	<li>
		There are several Ramming Ship models in-game.
	</li>
	<li>
		Add a "dust" or "debris" particle upon collision?
	</li>
</ul>

<p>
	<strong>Terrains &amp; Biomes</strong>
</p>

<ul>
	<li>
		Fill out the "Italy" terrains more
	</li>
	<li>
		Fill out the "Steppe" terrains more
	</li>
	<li>
		China biome?
	</li>
	<li>
		Need to replace the chief hunting source on Steppe maps (horses) and expand our Asian animal list a bit
		<ul>
			<li>
				Saiga
			</li>
			<li>
				Mongolian Gazelle
			</li>
			<li>
				Goitered Gazelle
			</li>
			<li>
				Wild Ass / Onager
			</li>
			<li>
				Bactrian Camel
			</li>
			<li>
				Yak
			</li>
			<li>
				Przewalski's Horse
			</li>
		</ul>
	</li>
</ul>

<p>
	<strong>Persian Wonder</strong>
</p>

<ul>
	<li>
		Apadana of Darius
	</li>
	<li>
		<iframe allowfullscreen="" class="ipsEmbed_finishedLoading" data-controller="core.front.core.autosizeiframe" data-embedauthorid="16580" data-embedcontent="" data-embedid="embed1109701907" src="https://wildfiregames.com/forum/topic/17552-task-wonder-persians-apadana-of-darius/?do=embed&amp;comment=405027&amp;embedComment=405027&amp;embedDo=findComment" style="overflow: hidden; height: 298px; max-width: 502px;"></iframe>
	</li>
</ul>

<p>
	 
</p>

<p>
	Perhaps a few more "<strong>Wonders of the World</strong>" to go in conjunction with a new "Capture the Wonder" game mode?
</p>

<ul>
	<li>
		<iframe allowfullscreen="" class="ipsEmbed_finishedLoading" data-controller="core.front.core.autosizeiframe" data-embedauthorid="16580" data-embedcontent="" data-embedid="embed469365628" src="https://wildfiregames.com/forum/topic/60340-task-thread-wonders-of-the-world/?do=embed" style="overflow: hidden; height: 393px; max-width: 502px;"></iframe>
	</li>
	<li>
		Re-top <strong>Athena Parthenos</strong> model from DE to reduce number of triangles by half for inclusion in the game.
	</li>
</ul>

<p>
	 
</p>

<p>
	<strong>Battering Ram models</strong>
</p>

<ul>
	<li>
		Chinese
	</li>
	<li>
		Kushites
	</li>
	<li>
		Carthaginians
	</li>
</ul>

<p>
	 
</p>

<p>
	<strong>Add garrison flags to all Ship models</strong>
</p>

<p>
	 
</p>

<p>
	<strong>Hero Portraits</strong>
</p>

<ul>
	<li>
		Find someone to remake all our hero portraits at a higher and consistent quality?
	</li>
</ul>

<p>
	 
</p>

<p>
	<strong>More Statues, Shrines, Artifacts, Eyecandy</strong>
</p>

<ul>
	<li>
		Would like to introduce the concept of Cultural Artifacts to skirmish maps in main game.
	</li>
	<li>
		More Shrines, at least one for each civ in the game.
		<ul>
			<li>
				Greeks and Persians are already covered.
			</li>
		</ul>
	</li>
	<li>
		Statues and other similar eyecandy objects for <strong>all </strong>the cultures in the game, <em>not just Greeks and Romans</em>, although more Greco-Roman stuff would be nice too.
	</li>
</ul>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">127521</guid><pubDate>Wed, 29 Jan 2025 00:03:43 +0000</pubDate></item><item><title>Roman military standards (Aquila, Signum, Vexillum)</title><link>https://wildfiregames.com/forum/topic/129200-roman-military-standards-aquila-signum-vexillum/</link><description><![CDATA[<p>
	Hi all,
</p>

<p>
	right now all civilizations use a carthagian actor for formations, though especially the romans had their own, very unique standards, e.g. Aquila (eagle), Signum and Vexillum. I put together 4 standards, which I'm adding as a mod here. Alpha for player colour still needs to be added.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://wildfiregames.com/forum/uploads/monthly_2025_03/screenshot.png.80d2e3a7db0e68e04143e4ce5785f99f.png" data-fileid="77525" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="77525" data-ratio="93.40" width="803" alt="screenshot.thumb.png.513153e250293eb006dd14cec6ccceb4.png" src="https://wildfiregames.com/forum/uploads/monthly_2025_03/screenshot.thumb.png.513153e250293eb006dd14cec6ccceb4.png" /></a>
</p>

<p>
	<br />
	<a contenteditable="false" data-ipshover="" data-ipshover-target="https://wildfiregames.com/forum/profile/16580-wowgetoffyourcellphone/?do=hovercard" data-mentionid="16580" href="https://wildfiregames.com/forum/profile/16580-wowgetoffyourcellphone/" rel="">@wowgetoffyourcellphone</a> <a contenteditable="false" data-ipshover="" data-ipshover-target="https://wildfiregames.com/forum/profile/12287-stan/?do=hovercard" data-mentionid="12287" href="https://wildfiregames.com/forum/profile/12287-stan/" rel="">@Stan`</a> <a contenteditable="false" data-ipshover="" data-ipshover-target="https://wildfiregames.com/forum/profile/34882-real_tabasco_sauce/?do=hovercard" data-mentionid="34882" href="https://wildfiregames.com/forum/profile/34882-real_tabasco_sauce/" rel="">@real_tabasco_sauce</a>  maybe someone could take a look on it and make a PR?
</p>

<p>
	we could also put together a standard bearer unit, similar to the gaul trumpeter, as a scenario unit or upgradable legionary in vanilla? They used to be called "Aquilifier" (<a href="https://en.wikipedia.org/wiki/Aquilifer" rel="external nofollow">https://en.wikipedia.org/wiki/Aquilifer) </a>or "Signifier" (<a href="https://en.wikipedia.org/wiki/Signifer" rel="external nofollow">https://en.wikipedia.org/wiki/Signifer)</a>.
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	references:
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<img alt="5067338643_9f006b13f6_z.jpg.8dd241318ba79ca62a1c59b5039aa7f7.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="77522" data-ratio="133.33" width="480" src="https://wildfiregames.com/forum/uploads/monthly_2025_03/5067338643_9f006b13f6_z.jpg.8dd241318ba79ca62a1c59b5039aa7f7.jpg" /><img alt="standards.jpg.c5b0fe6c832948fc786110ee226e99a6.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="77523" data-ratio="93.46" width="428" src="https://wildfiregames.com/forum/uploads/monthly_2025_03/standards.jpg.c5b0fe6c832948fc786110ee226e99a6.jpg" /><a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="77524" href="https://wildfiregames.com/forum/uploads/monthly_2025_03/800px-Roman_signum.jpg.ba91667552cfbb7378fbefea57c7b2ff.jpg" rel=""><img alt="800px-Roman_signum.thumb.jpg.67732987bccb2031a2e0c1df2e92ed79.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="77524" data-ratio="150.00" width="500" src="https://wildfiregames.com/forum/uploads/monthly_2025_03/800px-Roman_signum.thumb.jpg.67732987bccb2031a2e0c1df2e92ed79.jpg" /></a>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	wikipedia links:
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<a href="https://en.wikipedia.org/wiki/Roman_military_standards" rel="external nofollow">https://en.wikipedia.org/wiki/Roman_military_standards</a>
		</p>

		<p>
			<a href="https://en.wikipedia.org/wiki/Aquila_(Roman)" rel="external nofollow">https://en.wikipedia.org/wiki/Aquila_(Roman)</a>
		</p>

		<p>
			<a href="https://en.wikipedia.org/wiki/Vexillum" rel="external nofollow">https://en.wikipedia.org/wiki/Vexillum</a>
		</p>

		<p>
			<a href="https://de.wikipedia.org/wiki/Signum_(Rom)" rel="external nofollow">https://de.wikipedia.org/wiki/Signum_(Rom)</a>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<a class="ipsAttachLink" data-fileext="zip" data-fileid="77519" href="https://wildfiregames.com/forum/applications/core/interface/file/attachment.php?id=77519&amp;key=ac9962c2fcb585b5243a27c7df958bdd" rel="">standards.zip</a>
</p>
]]></description><guid isPermaLink="false">129200</guid><pubDate>Tue, 11 Mar 2025 14:08:23 +0000</pubDate></item><item><title>Wrong actor in kushite cavalry spear</title><link>https://wildfiregames.com/forum/topic/128380-wrong-actor-in-kushite-cavalry-spear/</link><description><![CDATA[<p>
	Hello,
</p>

<p>
	I just came across and wanted to let you know in case you want to fix: It appears like the expert kushite cavalry spearman mount actor has the advanced rider actor:
</p>

<p>
	binaries/data/mods/public/art/actors/units/kushites/cavalry_spearman_e_m.xml
</p>

<p>
	<span style="background-color:#14171a;border-style:solid;border-width:0px;color:#ff7540;font-size:12px;">&lt;prop</span><span style="background-color:#14171a;color:#d0d5da;font-size:12px;"> </span><span style="background-color:#14171a;border-style:solid;border-width:0px;color:#fabd2f;font-size:12px;">actor=</span><span style="background-color:#14171a;border-style:solid;border-width:0px;color:#b8bb26;font-size:12px;">"units/kushites/cavalry_spearman_a_r.xml"</span><span style="background-color:#14171a;color:#d0d5da;font-size:12px;"> </span><span style="background-color:#14171a;border-style:solid;border-width:0px;color:#fabd2f;font-size:12px;">attachpoint=</span><span style="background-color:#14171a;border-style:solid;border-width:0px;color:#b8bb26;font-size:12px;">"rider_R"</span><span style="background-color:#14171a;border-style:solid;border-width:0px;color:#ff7540;font-size:12px;">/&gt;</span>
</p>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">128380</guid><pubDate>Thu, 20 Feb 2025 16:13:29 +0000</pubDate></item><item><title>Greek Sculptures: Artemision Bronze, Discobolus</title><link>https://wildfiregames.com/forum/topic/125307-greek-sculptures-artemision-bronze-discobolus/</link><description><![CDATA[<p>
	<strong>Artemision Bronze</strong>
</p>

<p>
	<a href="https://en.wikipedia.org/wiki/Artemision_Bronze" rel="external nofollow">https://en.wikipedia.org/wiki/Artemision_Bronze</a>
</p>

<p>
	<a href="https://sketchfab.com/3d-models/zeus-or-poseidon-from-the-artemision-d4876aa609304682945145debedfc77e" rel="external nofollow">https://sketchfab.com/3d-models/zeus-or-poseidon-from-the-artemision-d4876aa609304682945145debedfc77e</a>
</p>

<p>
	<a href="https://open.smk.dk/en/artwork/iiif/KAS2100?q=Poseidon%20eller%20Zeus%20fra%20Artemision&amp;page=0&amp;filters=has_3d_file%3Atrue" rel="external nofollow">https://open.smk.dk/en/artwork/iiif/KAS2100?q=Poseidon eller Zeus fra Artemision&amp;page=0&amp;filters=has_3d_file%3Atrue</a>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="76163" href="https://wildfiregames.com/forum/uploads/monthly_2024_11/1421249371_Screenshot2024-11-21215351.png.058922f705374396a6dbe4e72fdc03fb.png" rel=""><img alt="1421249371_Screenshot2024-11-21215351.thumb.png.6ae885d289decb359c94754114597a38.png" class="ipsImage ipsImage_thumbnailed" data-fileid="76163" data-ratio="56.60" width="1000" src="https://wildfiregames.com/forum/uploads/monthly_2024_11/1421249371_Screenshot2024-11-21215351.thumb.png.6ae885d289decb359c94754114597a38.png" /></a>
</p>

<p>
	That statue showed either zeus or poseidon depending on the weapon in the hand, so I just made both. It was kind of difficult to find a representation for how the ancient greek imagined a thunderbolt, but I certainly didn't want some harry-potter-kind zigzag thunderbolt. I made two separate meshes, but we could also add the weapon as a prop if that's better. Both models can use the cover prop. I'm not sure about the colours though. I added eyeballs, so when we have the final colours I'd like to add this (with gimp?):
</p>

<blockquote class="ipsQuote" data-ipsquote="">
	<div class="ipsQuote_citation">
		Quote
	</div>

	<div class="ipsQuote_contents">
		<p>
			The empty eye-sockets were originally inset, probably with bone, as well as the eyebrows (with silver), the lips, and the nipples (with copper).
		</p>
	</div>
</blockquote>

<p>
	<a contenteditable="false" data-ipshover="" data-ipshover-target="https://wildfiregames.com/forum/profile/16580-wowgetoffyourcellphone/?do=hovercard" data-mentionid="16580" href="https://wildfiregames.com/forum/profile/16580-wowgetoffyourcellphone/" rel="">@wowgetoffyourcellphone</a> maybe you could have a look and tweak it a little? Also I just used a brightened diffuse as spec map for now, but I could bake something if needed.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://wildfiregames.com/forum/uploads/monthly_2024_11/statue_poseidon_diffuse.png.fa1c0b398c02919026e7392f4bf09006.png" data-fileid="76166" data-fileext="png" rel=""><img alt="statue_poseidon_diffuse.png" class="ipsImage ipsImage_thumbnailed" data-fileid="76166" data-ratio="100" width="750" src="https://wildfiregames.com/forum/uploads/monthly_2024_11/statue_poseidon_diffuse.thumb.png.ebac01e3652a8f60031a77e5cb3add39.png" /></a>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://wildfiregames.com/forum/uploads/monthly_2024_11/statue_poseidon_norm.png.ee32ecaa5ea199015b54fcebe25c6163.png" data-fileid="76167" data-fileext="png" rel=""><img alt="statue_poseidon_norm.png" class="ipsImage ipsImage_thumbnailed" data-fileid="76167" data-ratio="100" width="750" src="https://wildfiregames.com/forum/uploads/monthly_2024_11/statue_poseidon_norm.thumb.png.b6e5adea1a9895e14dd346541fcd9675.png" /></a>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://wildfiregames.com/forum/uploads/monthly_2024_11/statue_poseidon_spec.png.4385ac12850024efc628245b56030ed9.png" data-fileid="76168" data-fileext="png" rel=""><img alt="statue_poseidon_spec.png" class="ipsImage ipsImage_thumbnailed" data-fileid="76168" data-ratio="100" width="750" src="https://wildfiregames.com/forum/uploads/monthly_2024_11/statue_poseidon_spec.thumb.png.eb436378e7e6a2c87800a54f9863622a.png" /></a>
</p>

<p>
	<a class="ipsAttachLink" data-fileext="dae" data-fileid="76164" href="https://wildfiregames.com/forum/applications/core/interface/file/attachment.php?id=76164&amp;key=97198ddda07965b4b484b1aacbdf2d5a" rel="">poseidon_cover.dae</a> <a class="ipsAttachLink" data-fileext="dae" data-fileid="76165" href="https://wildfiregames.com/forum/applications/core/interface/file/attachment.php?id=76165&amp;key=58ea8a7a4e1c05ee4137204e486c19fc" rel="">statue_poseidon.dae</a>
</p>
]]></description><guid isPermaLink="false">125307</guid><pubDate>Thu, 21 Nov 2024 21:10:11 +0000</pubDate></item><item><title>May I join the project?</title><link>https://wildfiregames.com/forum/topic/125253-may-i-join-the-project/</link><description><![CDATA[<p>
	Hi everyone!<br />
	May name is Elena, I'm from Kazakhstan.<br />
	I've got through the participation guide on the official website, and I still have some concerns about how to join the project...<br />
	I am excited about 0 A.D. setting and I want to try myself in game artwork development. I have experience with blender and Maya and I have someone to explain me about git if needed.<br />
	What are my next steps? Should I just go through the manuals here: <a href="https://trac.wildfiregames.com/#Forartists" rel="external nofollow">https://trac.wildfiregames.com/#Forartists</a> and grab some task myself? Or should I contact someone and have some task assigned?<br />
	<br />
	Looking forward for some guidance,<br />
	Best regards,<br />
	Elena
</p>
]]></description><guid isPermaLink="false">125253</guid><pubDate>Thu, 21 Nov 2024 04:03:43 +0000</pubDate></item><item><title>Capitoline Wolf</title><link>https://wildfiregames.com/forum/topic/125202-capitoline-wolf/</link><description><![CDATA[<p>
	<strong>Capitoline Wolf</strong>
</p>

<p>
	<a href="https://en.wikipedia.org/wiki/Capitoline_Wolf" rel="external nofollow">https://en.wikipedia.org/wiki/Capitoline_Wolf</a>
</p>

<p>
	<a href="https://open.smk.dk/en/artwork/image/KAS837?q=*&amp;filters=has_3d_file%3Atrue&amp;page=7" rel="external nofollow">https://open.smk.dk/en/artwork/image/KAS837?q=*&amp;filters=has_3d_file%3Atrue&amp;page=7</a>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://wildfiregames.com/forum/uploads/monthly_2024_11/511274697_Screenshot2024-11-19142138.png.b6caac908cff7ba213a2c942f47c1266.png" data-fileid="76127" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="76127" data-ratio="62.20" width="1000" alt="511274697_Screenshot2024-11-19142138.thumb.png.787d599facbb45c4f10f169b6f598b38.png" src="https://wildfiregames.com/forum/uploads/monthly_2024_11/511274697_Screenshot2024-11-19142138.thumb.png.787d599facbb45c4f10f169b6f598b38.png" /></a>
</p>

<p>
	Ready to be committed I guess? <a contenteditable="false" data-ipshover="" data-ipshover-target="https://wildfiregames.com/forum/profile/16580-wowgetoffyourcellphone/?do=hovercard" data-mentionid="16580" href="https://wildfiregames.com/forum/profile/16580-wowgetoffyourcellphone/" rel="">@wowgetoffyourcellphone</a>
</p>

<p>
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://wildfiregames.com/forum/uploads/monthly_2024_11/capitoline_wolf_diffuse.png.fb32022bad955246ac485e709d911cf0.png" data-fileid="76121" data-fileext="png" rel=""><img alt="capitoline_wolf_diffuse.png" class="ipsImage ipsImage_thumbnailed" data-fileid="76121" data-ratio="100" width="750" src="https://wildfiregames.com/forum/uploads/monthly_2024_11/capitoline_wolf_diffuse.thumb.png.d0ae8837ab91f3291e57e7c8ca9b8d19.png" /></a>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://wildfiregames.com/forum/uploads/monthly_2024_11/capitoline_wolf_norm.png.e184ecec839b6f7fb6b204ad3c90b1c5.png" data-fileid="76122" data-fileext="png" rel=""><img alt="capitoline_wolf_norm.png" class="ipsImage ipsImage_thumbnailed" data-fileid="76122" data-ratio="100" width="750" src="https://wildfiregames.com/forum/uploads/monthly_2024_11/capitoline_wolf_norm.thumb.png.674576cfefed9950d744562ff7eea412.png" /></a>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://wildfiregames.com/forum/uploads/monthly_2024_11/capitoline_wolf_spec.png.e0c6160022ec7236b98e25a2911d8f73.png" data-fileid="76123" data-fileext="png" rel=""><img alt="capitoline_wolf_spec.png" class="ipsImage ipsImage_thumbnailed" data-fileid="76123" data-ratio="100" width="750" src="https://wildfiregames.com/forum/uploads/monthly_2024_11/capitoline_wolf_spec.thumb.png.2150bbde8d47f01191aa34d84371b436.png" /></a>
</p>

<p>
	<a class="ipsAttachLink" data-fileext="dae" data-fileid="76120" href="https://wildfiregames.com/forum/applications/core/interface/file/attachment.php?id=76120&amp;key=c4aac5fa5ebfe4f9ad780d7f1123c406" rel="">capitoline_wolf.dae</a>
</p>
]]></description><guid isPermaLink="false">125202</guid><pubDate>Tue, 19 Nov 2024 13:11:28 +0000</pubDate></item><item><title>Celtic axe actor/icon?</title><link>https://wildfiregames.com/forum/topic/125394-celtic-axe-actoricon/</link><description><![CDATA[<p>
	Does anyone have a good actor/icon i can use for Celtic axman for the historical patch im working on with some other players?
</p>

<p>
	Right now I'm using Kush champ actor/icon for regular Gaul axe man <img alt=":wacko:" data-emoticon="" src="https://wildfiregames.com/forum/uploads/emoticons/default_wacko.png" title=":wacko:" />
</p>

<p>
	<a href="https://github.com/Emacz2/Historical-rebalance-patch" rel="external nofollow">https://github.com/Emacz2/Historical-rebalance-patch</a><br />
	<a href="https://github.com/Emacz2/Historical-rebalance-patch/releases" rel="external nofollow">https://github.com/Emacz2/Historical-rebalance-patch/releases</a>
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">125394</guid><pubDate>Sun, 24 Nov 2024 04:05:46 +0000</pubDate></item><item><title>Wonder: Colossus of Rhodes</title><link>https://wildfiregames.com/forum/topic/28096-wonder-colossus-of-rhodes/</link><description><![CDATA[<p>
	I believe Salvador Dali's representation of the Colossus of Rhodes is as close as I've ever seen:
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="44449" href="https://wildfiregames.com/forum/uploads/monthly_2020_05/0689.jpg.788a00aa443aa56807fb3ab280221748.jpg" rel=""><img alt="0689.thumb.jpg.ed2cc3c4ddbbc6c10a0edb849f9f486e.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="44449" data-ratio="174.77" style="width:428px;height:auto;" width="429" src="https://wildfiregames.com/forum/uploads/monthly_2020_05/0689.thumb.jpg.ed2cc3c4ddbbc6c10a0edb849f9f486e.jpg"></a>
</p>

<p>
	 
</p>

<p>
	<a href="https://www.wikiwand.com/en/Colossus_of_Rhodes#/Posture" rel="external nofollow">https://www.wikiwand.com/en/Colossus_of_Rhodes#/Posture</a>
</p>

<blockquote class="ipsQuote" data-ipsquote="">
	<div class="ipsQuote_citation">
		Quote
	</div>

	<div class="ipsQuote_contents">
		<p>
			<span style="background-color:#ffffff;color:#000000;font-size:17px;">A<span> </span></span><a href="https://www.wikiwand.com/en/Relief" style="border:0px;color:#1559b5;font-size:17px;padding:0px;" title="" rel="external nofollow">relief</a><span style="background-color:#ffffff;color:#000000;font-size:17px;"><span> </span>in a nearby temple shows Helios standing with one hand shielding his eyes, similar to the way a person shields their eyes when looking toward the sun, and it is quite possible that the colossus was constructed in the same pose. While scholars do not know what the statue looked like, they do have a good idea of what the head and face looked like, as it was of a standard rendering at the time. The head would have had curly hair with evenly spaced spikes of bronze or silver flame radiating, similar to the images found on contemporary Rhodian coins.</span>
		</p>
	</div>
</blockquote>

<p>
	 
</p>]]></description><guid isPermaLink="false">28096</guid><pubDate>Fri, 08 May 2020 21:24:12 +0000</pubDate></item><item><title>Creating New Unit Skins</title><link>https://wildfiregames.com/forum/topic/28118-creating-new-unit-skins/</link><description><![CDATA[<p>
	Hey guys, I want to start creating New units (with new actor and mesh files) and skins. Does anyone know where I can start? Thanks
</p>]]></description><guid isPermaLink="false">28118</guid><pubDate>Tue, 12 May 2020 02:46:18 +0000</pubDate></item><item><title>Art needed: remaining nomadic structures</title><link>https://wildfiregames.com/forum/topic/108392-art-needed-remaining-nomadic-structures/</link><description><![CDATA[<p>
	Hi artists of 0ad, the nomadic factions need some additional buildings to fill up the tech tree and round out their content:
</p>

<ul><li>
		Royal Yurt (xiongnu) : This is supposed to be a larger and more decorated yurt that would house the leaders of smaller subgroups within the xiongnu people as a whole. Each royal yurt will allow for 3 warlord units and provide 10 pop just like a house.
	</li>
	<li>
		Dock (xiongnu/scythians): This should be a very simplistic building. Its completely ahistorical, but a necessary structure for the nomads to fit in. It could basically be a yurt on land with a rope ladder serving as a boat ramp. Possibly some scrap wood could be added, or the 'skeleton' of a small canoe or river boat.
	</li>
	<li>
		Stable (xiongnu/scythians): This should be a simple cover for horses and/or equipment, possibly tarp-based. A small fence would complete the structure, making it rectangular.
	</li>
	<li>
		Ovoo (Scythians): The scythian ovoo is currently the xiongnu one, where it was actually built differently with mostly wood piled up and an ornament at the top.
	</li>
	<li>
		Wonder (Scythians): Kurgan (burial mound).
		<ul><li>
				<a href="https://www.cam.ac.uk/stories/gold-of-the-great-steppe-exhibition" rel="external nofollow">https://www.cam.ac.uk/stories/gold-of-the-great-steppe-exhibition</a>
			</li>
		</ul></li>
</ul><p>
	Some help on these items would be awesome!
</p>
]]></description><guid isPermaLink="false">108392</guid><pubDate>Sun, 01 Oct 2023 23:28:20 +0000</pubDate></item><item><title>Roman Champion Cavalry Portrait</title><link>https://wildfiregames.com/forum/topic/119411-roman-champion-cavalry-portrait/</link><description><![CDATA[<p>
	Is it me or does the Roman champion cavalry never assume the skeletal texture from its portrait?
</p>
]]></description><guid isPermaLink="false">119411</guid><pubDate>Sat, 22 Jun 2024 14:26:01 +0000</pubDate></item><item><title>Working on a new map, feedback</title><link>https://wildfiregames.com/forum/topic/119216-working-on-a-new-map-feedback/</link><description><![CDATA[<p>
	I have not worked in 0AD for a long time, but decided to make a map for a region that is probably not within the time period of 0AD, but something representing from the earliest civilization there. I am working on a map of the island of Madagascar off the coast of mainland Africa, thinking that this might be interesting geography to make a map of considering the game region maps being based in Africa, Europe, and Asia, thought it might be interesting to implement a map of the island depicted around early civilization on the island.
</p>
]]></description><guid isPermaLink="false">119216</guid><pubDate>Sun, 16 Jun 2024 20:55:04 +0000</pubDate></item><item><title>Actor Importer For Blender</title><link>https://wildfiregames.com/forum/topic/27115-actor-importer-for-blender/</link><description><![CDATA[<p>
	Currently, it can be a little annoying to get a mesh from the game in Blender, especially when it has a lot of props.
</p>

<p>
	So I created this little <a href="http://%20https://github.com/StanleySweet/blender_pyrogenesis_importer%20" rel="external nofollow">blender addon</a> for blender 2.8
</p>

<p>
	What it does is it loads all the files used by the actor recursively (it picks random variants like the game does) and place all objects on their respective prop points using constraints. (Do not forget to disable constraints before exporting, else you might get into trouble)
</p>

<p>
	It also assign a diffuse, norm and spec material to the object
</p>

<p>
	 
</p>

<p>
	<span><a contenteditable="false" data-ipshover="" data-ipshover-target="https://wildfiregames.com/forum/index.php?/profile/29983-syn/&amp;do=hovercard" data-mentionid="29983" href="https://wildfiregames.com/forum/index.php?/profile/29983-syn/" rel="">@Syn</a> I believe this will be way better than the explanation I gave you by e-mail, as it's a one click business</span>
</p>

<p>
	<span><a contenteditable="false" data-ipshover="" data-ipshover-target="https://wildfiregames.com/forum/index.php?/profile/21862-alexandermb/&amp;do=hovercard" data-mentionid="21862" href="https://wildfiregames.com/forum/index.php?/profile/21862-alexandermb/" rel="">@Alexandermb</a> <span><a contenteditable="false" data-ipshover="" data-ipshover-target="https://wildfiregames.com/forum/index.php?/profile/14999-lordgood/&amp;do=hovercard" data-mentionid="14999" href="https://wildfiregames.com/forum/index.php?/profile/14999-lordgood/" id="ips_uid_4702_4" rel="">@LordGood</a> <a contenteditable="false" data-ipshover="" data-ipshover-target="https://wildfiregames.com/forum/index.php?/profile/13528-enrique/&amp;do=hovercard" data-mentionid="13528" href="https://wildfiregames.com/forum/index.php?/profile/13528-enrique/" id="ips_uid_1086_5" rel="">@Enrique</a> <span><span><a contenteditable="false" data-ipshover="" data-ipshover-target="https://wildfiregames.com/forum/index.php?/profile/15906-trinketos/&amp;do=hovercard" data-mentionid="15906" href="https://wildfiregames.com/forum/index.php?/profile/15906-trinketos/" id="ips_uid_1086_6" rel="">@Trinketos</a> </span></span></span></span>
</p>

<p>
	<span><span><span><span><span><span><span><a contenteditable="false" data-ipshover="" data-ipshover-target="https://wildfiregames.com/forum/index.php?/profile/19803-the-undying-nephalim/&amp;do=hovercard" data-mentionid="19803" href="https://wildfiregames.com/forum/index.php?/profile/19803-the-undying-nephalim/" rel="">@The Undying Nephalim</a> I believe you only use blender as a proxy, but it might be helpful for you as well.</span></span></span></span></span></span></span>
</p>

<p>
	 
</p>

<p>
	Here is an example with a model with a lot of props
</p>

<p>
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="39618" href="https://wildfiregames.com/forum/uploads/monthly_2019_10/image.png.b6e215b3d0824d72f04d732a6bcac283.png" rel=""><img alt="image.png" class="ipsImage ipsImage_thumbnailed" data-fileid="39618" data-ratio="75.60" data-unique="6xnre3fiu" width="992" src="https://wildfiregames.com/forum/uploads/monthly_2019_10/image.thumb.png.4eeded4f25252503ecab412991321818.png"></a>
</p>

<p>
	<img alt="image.png" class="ipsImage ipsImage_thumbnailed" data-fileid="39619" data-ratio="69.86" data-unique="ljjsq6060" width="637" src="https://wildfiregames.com/forum/uploads/monthly_2019_10/image.png.91b3ae611f7189f12816caebcd78b9ce.png"></p>

<p>
	<img alt="image.png" class="ipsImage ipsImage_thumbnailed" data-fileid="39620" data-ratio="112.36" data-unique="5al795ixk" width="445" src="https://wildfiregames.com/forum/uploads/monthly_2019_10/image.png.f2e179bd98e8dd76fe503441d925c36c.png"></p>

<p>
	 
</p>

<p>
	You can test it here <a href="https://github.com/StanleySweet/blender_pyrogenesis_importer/releases/download/1.3.6/io_scene_pyrogenesis.zip" ipsnoembed="true" rel="external nofollow">https://github.com/StanleySweet/blender_pyrogenesis_importer/releases/download/1.3.6/io_scene_pyrogenesis.zip</a>
</p>

<p>
	 
</p>

<p>
	EDIT: Textures are assigned in the link above.
</p>

<p>
	EDIT2:  The importer may edit files, to remove materials, effects or images that might have broken the import otherwise
</p>

<p>
	EDIT3: Update version.
</p>

<p>
	 
</p>]]></description><guid isPermaLink="false">27115</guid><pubDate>Mon, 07 Oct 2019 11:15:09 +0000</pubDate></item><item><title>(1) How are units assembled? (2) Are there body meshes for the units? (3) ... ?</title><link>https://wildfiregames.com/forum/topic/109114-1-how-are-units-assembled-2-are-there-body-meshes-for-the-units-3/</link><description><![CDATA[<p>
	Hi, I'm still new here and trying to learn my way around the forum. I have <s>two</s> <s>three</s> four questions. If I can receive a satisfactory answer for each, <s>I promise I'll go away</s> I would be very grateful.
</p>

<p>
	Question 1: How are units assembled? I've seen Props &gt; Helmets &amp; Props &gt; Shields, but helmets and shields do not a unit make.
</p>

<p>
	Question 2a: Are there body meshes for units? (e.g. if existent, I would like to find the body meshes for the Iberian and Kushite units)
</p>

<p>
	Question 2b: (body meshes cont.) If applicable, where are these body meshes located in trac browser?
</p>

<p>
	Question 3: Does this forum have a comprehensive collection of screenshots / pics of completed units for each civ / faction / empire?
</p>

<p>
	Thank you very much in advance! Kind regards, ttm <img alt=":)" data-emoticon="" height="20" src="https://wildfiregames.com/forum/uploads/emoticons/default_smile.png" srcset="https://wildfiregames.com/forum/uploads/emoticons/smile@2x.png 2x" title=":)" width="20" /></p>
]]></description><guid isPermaLink="false">109114</guid><pubDate>Sun, 12 Nov 2023 04:16:10 +0000</pubDate></item><item><title>Kushite Units from Old World?</title><link>https://wildfiregames.com/forum/topic/109113-kushite-units-from-old-world/</link><description><![CDATA[<p>
	errr, uhm, ooh, sorry, I'm new here and I don't know the etiquette. Are there development pics for the current Kushite units? Would the Kushite units from Old World be useful?
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="73354" href="https://wildfiregames.com/forum/uploads/monthly_2023_11/1516474465_KushiteArchersandCavalry(OldWorld).png.a3b8268f86d6b769a0dcb6a3d07bfda8.png" rel=""><img alt="433181222_KushiteArchersandCavalry(OldWorld).thumb.png.f6412ccf0099d7b864f8023de4021fbd.png" class="ipsImage ipsImage_thumbnailed" data-fileid="73354" data-ratio="42.20" width="1000" src="https://wildfiregames.com/forum/uploads/monthly_2023_11/433181222_KushiteArchersandCavalry(OldWorld).thumb.png.f6412ccf0099d7b864f8023de4021fbd.png" /></a>
</p>
]]></description><guid isPermaLink="false">109113</guid><pubDate>Sat, 11 Nov 2023 22:18:53 +0000</pubDate></item><item><title>how to resize actors?</title><link>https://wildfiregames.com/forum/topic/108580-how-to-resize-actors/</link><description><![CDATA[<p>
	I edited some meshes using blender to resize them to half in order to generate ones for human and animal infants. when I tested the mesh on an archer I found it instead of changing the size of actor it just made it look ugly.
</p>

<p>
	what am I doing wrong here.
</p>

<p>
	here is a screenshot showing the comparison:
</p>

<p><a href="https://wildfiregames.com/forum/uploads/monthly_2023_10/862730206_Screenshotfrom2023-10-1411-44-23.png.d0a522bdb29c5bc55f221011d30f4346.png" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="73189" src="https://wildfiregames.com/forum/uploads/monthly_2023_10/862730206_Screenshotfrom2023-10-1411-44-23.png.d0a522bdb29c5bc55f221011d30f4346.png" data-ratio="76,21" width="269" class="ipsImage ipsImage_thumbnailed" alt="Screenshot from 2023-10-14 11-44-23.png"></a></p>]]></description><guid isPermaLink="false">108580</guid><pubDate>Sat, 14 Oct 2023 10:45:58 +0000</pubDate></item></channel></rss>
