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Enrique

0 A.D. Art Team
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Enrique last won the day on June 29

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About Enrique

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    kikeylaura@hotmail.com

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  1. Age2 DE showmatches starting in a minute here: https://www.twitch.tv/escapeaoe Not sure if they'll be uploaded to yt after stream is finished. Enjoy!
  2. You'll see many empty vertex groups for bones that don't deform because the engine will complain about those bones not being recognized when getting the armature ingame. And probably why the duplucated vertex groups originated. Regarding poses... I'd agree with @wowgetoffyourcellphone, I think a cleaner and easier to read pose is more beneficial than a 100% acurrate one, specially if it impacts the shilouette and intention of the pose negatively Specially when you aren't even able to zoom ingame enough to see if the shield floats, or if it actually have the correct hand-grips etc
  3. 1- bake the physics animation 2- Scroll through the timeline with the bones you want to keyframe selected 3- Insert keyframes for all bones selected using "visual loc-rot" each frame or each 2 frames (depending how much fidelity you want) 4- Save the animation in the dopesheet and append it from a blendfile without the physics setup and see the result. 5- Profit
  4. Speaking from the lack of knowledge from the latest animation additions, wouldn't be higher priority to make more death variations for infantry units? Afaik, I just made one on the original animation set and I don't really know if any other death variations were added later on. On the same train of thought, it could be interesting to apply the same changes done lately to the armature in the blendfile with the ragdoll setup to make such animations based on physics (bake the animation and keyframe required bones by inserting "visual loc-rot" keyframe. (I would make a test first keyframing all bones and if the animation look weird, leave out the root bone from the keyframing bone set)
  5. The original idea behind the different walk/jog/run was to having the game decide which animation play based on the current unit speed (also thought that in the future with batallions unit may have the need of acceleration/exhausted mechanic and this would help with the different speeds transitions) And the purpose of relax/ready animation variants was in the case that the units could became aware of enemies being close and change their animations to the "ready" variants dinamically, so they would behave more realistically
  6. Oh wow, 30 mins without an admin logged into the forums to delete 3 spam threads. Let's start a thread about it instead of reporting the content so the admins have a notification to delete them. Sigh. Good job ethanray94
  7. Looking amazing! Great work! Do you mind sharing some wireframes of the shield mesh?
  8. I don't know the ranges you're working on in terms of polycount numbers now, but ~350 tris for a shield prop seems to high imo. (unit body mesh has ~750) Either way, programmers are who should know better to put contraints on art assets. The texturing work on these new props is good, so you don't have to rely so much on polygons to make it look good. This also relates with the texel density (texture resolution based on area covered by the texture) of the new shield/props you guys are making compared with the body unit textures. Here's an example of how crisp and detailed the new shields look compared with the skin/tatoos/heads of the unit textures: If you want to alleviate the disparity between texel density without decreasing resolution of new props, you may try scaling up unit textures accordingly using software that uses AI when scaling up images to enhace details that is getting so popular to remaster old games textures and such. Here's an article with examples: https://petapixel.com/2017/10/31/website-uses-ai-enhance-photo-csi-style/ I think it is worth if you don't want to manually enhace all unit textures ingame. At least doing some tests to compare. Cheers!
  9. Perhaps an overlay layer for the new shields you guys are making should have some hack damge. Something like this (which was used to make other shields in the game): These shields you make look awesome, but the wood parts are in pristine condition (and the middle part has damage):
  10. Adding the wicker texture in the inner part of the curved shield of the back will help the unit silhouette to pop more since now they're almost the same color
  11. Man.... resource scarcity is one of the most important strategy factors in aoe-like rts. For better or worse 0AD is an RTS game, not a citybuilder. It may sound harsh, but decisions like this should be towards benefitting the strategy part, not pretty city-builder game. I'm ok if the idea is to make a toggle option, but don't make it default. Denying the access of a scarce resource in a map to your enemy is a strategy that you'll simply erase or greatly diminish by making resources regenerate, and also lower the ability cap imho. Adapting to the map that you're playing on is totally dependant on how good you're able to manage your available resources, and plan your strategy accordingly. Things like corrals are different since you have to invest in generating animals for the boost in food in the future, BUT you have to make that decision and plan accordingly. Mindlessly harvesting the resources in the map without caring since they'll be infinite is just removing a core part of an rts with resource management.
  12. While I like the variations of shaggy pants and the suggestion of more head variety, I don't think props that require the unit armature for deforming like the linothorax is a good idea since I think they spawn a whole new instance of the armature and very small number of bones are used, a lot of computations of the rest of the bones is wasted. I'm ok for things like greaves, which a simple prop-bone in the armature that already uses the base-unit is enough and needs no deformation. Also linothorax is such a small difference and can be already be done via textures, so I don't think it is worth. The only separated prop that I made with animation that uses the unit armature are the capes, which were too important to leave them out. My opinion would be that if you want animated props that make substantial changes in the unit silhouette then make a new variation of the whole unit mesh, which I think it is less resource heavy than the approach mentioned above.
  13. If you guys really want to push the visuals further for metals without having to re-create every texture and having to bake from highpoly, you should actually implement this: This is how reflections were faked before PBR in games (and it is still used). IIRC the reason not to implement it was due to "reflections not being accurate enough" which is a bit presumptuous since this technique is actually for faking them. Making the reflected environment texture very generic and quite desaturated will work perfectly for all kinds of metals. And if you want to go even further, wraitii mentioned that the reflections could be affected by fresnel, which is basically all you need to fake the reflections in both dielectric(non-metal) and metal materials. (you could do subtle reflections on marble, vases, rooftiles, whatever) In top of that, the performance hit is very low. Here's how stuff can look with this technique: If any artist want more information this tehcnique, is a nice in-depth tutorial of faking such reflections witha more complex setup on a non-PBR renderer (despite the title) https://www.youtube.com/watch?v=Jb_Xf4SWljs Cheers!
  14. Wouldn't make more sense to keep the baked environment fake reflections in the texture, and leave the specular higlights to be done by the actual realtime specular effect that the game offers? (using the textures "bakes with no sun") I haven't seen them tested in-game properly, so my comment is directly based on these textures you posted. Also don't forget to use the whitest possible map as the specularmap. @wowgetoffyourcellphone @wackyserious Here I'm attaching some texture variations (specially gold hues). I also cleaned up the body part texture, which in wow's test screenshot turned out specially dark. Zip contents: texture variations and masks.zip
  15. Went throught the thread and overall very nice work. I know how daunting may be tackling a task so big . My planning for the horse rework that I was working on didn't involve so many texture variations (which by the way your material setup for creating the textures provides a lot of versatility), and definitely didn't plan to do separate meshes for manes (at least not for the initial implementation). So in that sense you really went ahead Another different route I took with my take on it was that I got a bit carried away when I was working on it and developed a setup with ragdolls that controlled the bones to allow me to make very cool death animations with no effort at all... also it was fun as hell !! I think I recorded a video that should be around the forums somewhere lol. I also planned to use the ragdoll setup to record several foot unit deaths variations, not only cavalry (I think I just made one lazy animation for the unit deaths) - The ragdoll setup was so cool that it allowed me to create like "strength amounts" for the joints for the unit props... i.e. : A unit holding a shield was more likely to drop the shield when falling from the horse, since the fall was harder than a unit falling from standing stance. I still have the setup blends (which I think I uploaded?). I hadn't time to download latest 0AD yet... so I haven't checked the horse animations. From texturing point of view they look cool and with a lot of variation. The only nitpicks I'd mention is the horse body being a bit too long - making overall a bit too big compared to the unit size. The other thing I'd mention is that I didn't see any normalmap being applied? or maybe the screenshots didn't show it properly? Either way, pretty solid work
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