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Enrique

0 A.D. Art Team
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Everything posted by Enrique

  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 keyfram
  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 shie
  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 tot
  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
  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 menti
  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 screensho
  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 rag
  16. I have no knowledge of the state of things to know committability of stuff
  17. I thought the idea behind baking an all this stuff was to have metallic reflections in the texture to make a more believable metal look Here's the file for the baking setup. I tried packing into the blend all textures. @Alexandermb @Stan` I warn you it is quite poly heavy (+1M polys) (blender 2.7x file) https://we.tl/t-iZj9Gz4110 (one week expiring link) I hope it is useful Cheers!
  18. The textures you see on the .rar attached to the first post is all I have. I didn't have it in mind. IMO it is too much work for very little benefit. This is an isometric rts game with zoom option. Players zoom in 1% of their playtime, and in assets such small screen space are much better distinguishable by the handapainted textures you guys have been doing so far. The reason behind this test I made was to check how metallic materials could be improved by faking reflections on the diffuse texture itself. (Focus was the chest armor) The workflow I described on the first
  19. Since @wackyserious mentioned he wanted some textures I made a while back as a test, I'll leave them here. I thought originally that they differ a bit from the current artstyle of the game, but if you guys want to push it further, why not. I attached them to the thread. The process I used to get the textures was to model/sculpt high-res meshes, using a human model from makehuman (CC0), then creating PBR materials, and using a "expanded" 0AD mesh as the cage for the baking into the standard unit: This is the model from where it was baked:
  20. Aww man, I searched a lot and I didn't find anything. Although I remember working on some convoluted trunks for the olives BTW I love this approach you used: It is very clever polygon placement and helps a lot for the semi-top/down camera.
  21. The only instance when I was able to replicate the normal seam issue was when I baked from the highpoly when the mirror modifier on the lowpoly was set to not render-able (the one you call "reflectividad") - If you bake with that modifier to not affect the render/bake - you'll get the seam. Some other suggestions: 1.- Extend the baking margin. (also called bleeding margin) You can find it on the "Output" submenu of the baking. This thing is super-useful when baking to avoid unwanted parts of texture bleeding through the seam. This issue makes that the par
  22. Hmmm... I've seen that normal seam in some other helmets in this thread too. There may be something on the baking setup that is causing this. Hard to know without a blendfile. If you want I could take a look at it.
  23. Don't worry, baking is the correct way to do it Just wondering about the middle seams showing in the normals, but not in the colormaps: Make sure that when you bake them, the lowpoly object does not have subdivision surface applied (making the modifier not-visible won't make it, since when you bake it "renders", you have to disable the render-ability of the modifier with the camera icon) Here's what I mean in both 2.8 and 2.7x Otherwise, it would bake the normals taking into account the subsurf, making the normals look a bit incorrect when the modifi
  24. Do you manually paint the normals? Or do you bake them from highres meshes?
  25. @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.
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