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Showing content with the highest reputation on 2024-01-13 in all areas

  1. Can you show me the generated ao and the second uv map layout. Not sure i'll be able to access blender. Also if you export the roughness map you need to invert colors. That's what I meant by 1-roughness.
    2 points
  2. ROBOTS UPRISING MOD Hey everyone ! I’m writing this post to suggest you to take part in the creation of a futuristic/ robotic mod in 0 A.D. Stan, former 0 A.D. project leader () has been in contact with my professional formation center to create a mod in 0 A.D. So we decided to make this project become true last year but we didn’t succeed to finish the project in time so we chose to continue it in 2024 with a totally new team ! The idea of the project is to create a completely futuristic mod, with spaceships and robots, like animals or bipeds like Mechas for example. For now, we are 6 in the team. So we are seeking some people who are interested in the project to help us on the artistic part : 3D models, textures, animations. Good to know, our mod is currently available on mod.io in a previous version (end of last year) named “Robots Uprising”. I linked a .pdf which is a short and translated in english Game Design Document of the mod in general. We are working on it so it's normal if there's no word on the Humans civilization or if it's not complete, we will do it soon. We are a french team so be kind if there are some mistakes in the following document ! Don’t hesitate to contact me here or in dm if you want to participate OR if you want to have more information on the project, it will be a pleasure to answer your questions ! 389577014_RobotsUprisingGDD_Eng.pdf
    2 points
  3. Start at 19:00 European time. 1 game per round. 3 rounds total. losers play losers/winners play winners. Rounds go back to back, whenever 2 games finish, new ones start. Those first to finish play eachother. Initial matchups chosen randomly. Who gets to pick civ first chosen randomly. 250 pop, Small Mainland, temprate biome, Feldmap, CommunityMod. Tell me if you have any problems with the start time, can adjust moderately if everyone agrees. Please tag those you feel would be interested, 1600+. I dont know some of the forum names for players, please tag also. @ValihrAnt @borg- @Stockfish Defcon MT Isam Philliptheswaggerless @SaidRdz @Feldfeld Aslan Havran @axo
    1 point
  4. Okay few things from looking at the DAE in that zip. You need two UVs in order to be able to use AO. The fact it doesn't crash for you makes me think that either you got an error message, or that you might not have set the material quality to 10. Second is wasted UV space, you want to have as little black spots as possible, you can probably rearange things so that those curved pieces take less space And yeah you can boost the margin a bit.
    1 point
  5. I think that "inflammable" is not the word to use here. Inflammable means capable of being set on fire; combustible; flammable. Scroll down at this dictionary entry to see an explanation that people tend to think that "in-" means the negative, but it doesn't in this case. Instead, I suggest using "nonflammable" or "noncombustible".
    1 point
  6. We are a student team so we work in the same school . Yes we created a Discord server to talk about the project and sending stuff on it, it's more simple for us. We also created a Github to commit the changes dircetly to gain efficiency !
    1 point
  7. Spec map we can use one of those Ambient CG textures and will look fine, in-game. I was meaning to replace the "generic" spec textures with new ones anyway. For the gold hair, I think the diffuse needs to be darker, similar to this (without the highlights): Spec maps can have color, so the spec map in the hair area can be yellow, while the rest of the body is gray. So, you get a yellow shininess on a rich brownish diffuse (the hair), for a faux metal look, and the rest is just a normal light white highlight as if painted.
    1 point
  8. https://trac.wildfiregames.com/timeline
    0 points
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