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Enrique last won the day on June 29

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About Enrique

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    Primus Pilus

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    Zaragoza, Spain

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  1. @wowgetoffyourcellphone Looking awesome man. Did you change the speed of the skirmisher jog? they look much more natural now than the "quick jumpy" effect that I remembered. I think you should also touch the animation speed for the archers jog to something similar.
  2. Lol, I made 10 of those + the textures When I said "it barely differs for any other standard roman building." I meant the following: This is a villa: This is another villa: Another villa: This is... Here's another: So what I meant is that: It may be 100% accurate a real used barracks but it doesn't communicate at all visually what is for, lacking both aesthetically pleasing design (cool) and lacks visual communication of what is used for (gameplay) I'm not saying to re-invent the design completely, but discarding artist touch on the designs (even on a blocking unfinished state) and go for 100% accuracy will reduce the final quality of the asset IMHO Let's see what Stan comes up with
  3. Then we have a different interpretation of what aesthetically pleasing and not boring mean Don't get me wrong, it does fit the bill of passable barracks thanks to the similar layout but for me it barely differs for any other standard roman building. With 70% roof and 30% square courtyard, specially hard to see if you're going to roof the whole perimeter with barely space to show eyecandy or columns under it (because of footprint size restrictions of the barracks template). And the only interesting variation of the roof is in the back of the building. But just my opinion, maybe Stan can make it work after all.
  4. Those layouts are general guidelines. They could perfectly be done within two storeys. I don't think there would be an issue anyway with a 3rd story if the overall height do not surpass too much the standard barracks scale. From your references, I can already see quite some structural combinations that are quite similar to the example layouts/structure forms, don't you think? There has to be always a balance between aesthetic (not boring), accurracy (not too "fantastic") and gameplay (follow the layout guidelines of the barracks)
  5. Some shapes for inspiration and/or layout ideas:
  6. Despite of the direction you end up following with the layout, here are some suggestions with the structural parts: Use thicker wall wood beams. The wood beams on the walls are currently too thin. Making them thicker will provide a sturdier feel. Also use the "X" pattern which is very characteristic of romans: For the "boringness" of the walls, you can throw some "indent" arches. I think Pureon also used them in some roman houses. Banners and shields hanging on walls: I think it is a great eye-candy catcher to spice up walls and give the military feel. It is a decoration element used in several of the barracks in-game that works pretty well. Investigate adding different roofing levels: -Except few exceptions (Persians and Seleucids) the barracks often have roof elevation variations to spice up the shilouette, while keeping the "U" shape layout: For further structural inspiration, you could take a look at AC:Origins and AC:Odissey cities screenshots, or fire up the game if you have them. You can get very nice ideas and keep the historical accurracy. cheers!
  7. Hi @Alexandermb ! Glad to see new talented faces in the art department ! Sadly, I'm back just as a lurker (until the end of september or so) and perhaps I can provide art tech support or similar, but no manpower yet. I've seen you guys have been very busy! Really nice work around the art dept forums Hello Feneur! Happy to se you around here still!
  8. It would have been quite risky to heavily alter civ set colour pallette. Specially between old-school "purists" gamers, since this is an original Ensemble Studios designed civ. Civs that were later added on by Forgotten Empires on the expansions (like the slavic architecture and the mediterranean/italian set) had a very good redesign. Also hard to make a good balance between very coloured buildings (like the aztecs had) and playercolor readability. This is for gameplay readability too. That's also why same units between different civs look the same. 35 civs with different looking units (even with the same stats between them) would be entirely impossible to distinguish during gameplay for unit countering-decision making.
  9. I won't have much time (at least until September or so). However, you can find the starting pose on the blendfile of the unit animations that I posted here. Just need some arm movement and back to original pose What is the issue?
  10. Wonderful work on the trees... I have these pines which I think I never ended uploading them... they're using the old pine textures. If I did just ignore the post Just in case you can reuse them somehow. cheers! pines.rar
  11. Here's the cavalry animations... I know it is quite late, but better than nothing: https://a.uguu.se/IP7Ov5YBmDhO_cavalryanimations.rar (seems it expires in 24h), I could upload somewhere else. Also attaching a .blendfile with a setup to record cavalry (and unit) deaths using ragdolls, in case you want to investigate further into simulation (can be recorded in bones animation). avalry ragdoll.rar cheers! IP7Ov5YBmDhO_cavalryanimations.rar
  12. unit anims.rar Hi @fatherbushido ! long time no see Attached is the .blendfile I used for the unit animations... I'm trying to upload the cavalry animations too, but seems the blend is too big (compressed gets up to 32 mb)
  13. Hey, I may have some .blend files that may be useful... I'll take a look and post them here
  14. The mesh is full with NGons. Collada and game engines doesn't like NGons. Solution: Triangulate the mesh before exporting. -Select the object -Go to edit mode with TAB -Go to face mode select with Ctrl+TAB, choose face selection from the pop-up menu -Press "A" to select all the faces -Press Ctrl+F to open face specials menu, choose "triangulate faces" Ngons should be replaced by triangles now and is safe to export. ---------------------------------- El objeto está lleno de NGons. (NGons son polígonos con más de 4 vertices). Al formato collada y a los motores de juegos no les gustan estos polígonos (no son compatibles). La solución es convertir los NGons en triángulos antes de exportar el objeto. -Seleccionar el objeto -Ir al modo edición con la tecla TAB -Presionar Ctrl+TAB y elegir el modo de selección de caras/polígonos. -Presionar "A" para seleccionar todos los polígonos. -Presionar Ctrl+F y seleccionar "triangulate faces" en el menu que aparece. Ahora los NGons deberían haber sido reemplazados por triángulos y debería funcionar al exportar. Recuerda quitarle cualquier material asociado y borrar todos los objetos salvo el que quieres exportar de la escena como ya comentó Lion.
  15. Here's the link to the online SVN repository. -> http://svn.wildfiregames.com/public/ps/trunk/ It's like 0AD folders and files, just navigate to the folder you need the file from, then rightclick, save as and boom, you have the dae file without copying/pasting the whole code. http://svn.wildfiregames.com/public/ps/trunk/binaries/data/mods/public/art/animation/biped/new/ That would be the folder with all the new animations for the new meshes. New animations can be done with the blendfile of the animation template. Just create a new action, animate the stuff, and export it. All new meshes (like your new tunic variation) can use those new animations.
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