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Enrique

WFG Retired
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Everything posted by Enrique

  1. Wow that's a very good job for a first animation pass LordGood!! I would forget about the shield performance on the free arm. The main reason would be that they're going to be firing from a distance most of the time, so I think it'll be better for the flow of the animation to use the other arm to counterweight and add dynamism to the animation. We will be able to use the same animation for non-shield slingers too. We'll make use of the "realist shield combat" for melee units. If you find in your tests that the animation goes too quick, we could sacrifice one windup to shorten the frame count. Suggestion: Use the free arm/hand to catch the sling at the bottom after firing while returning to the start position. Like a hint at reloading. Question: How did you animate the sling? Different armature or you used any already existing bones? It looks really awesome! We might have some problems figuring out how to make the prop catch the same animation variants as the parents, but it sure will make room for great details like this one.
  2. This may help. There are plenty of tutorials in video format about it around the web tho.
  3. @wowgetoffyourcellphone is right. I shouldn't have remove it. It was in a bit of a hurry and didn't think of it. It wasn't a placeholder and was good enough to be used as a scenario editor structure. I will fix it.
  4. It hurts a bit the texel density difference between the roof and the rest of the structure, but I guess I'll have to live with our texture limitations. Extend the structure under ground level, use the prop anchor in the table and feel free to zip it up and post it here
  5. I like it. Good work Stan! If it's possible, I'd add it more contrast on the walls. By using the white wall texture and/or adding more wood (taverns and wood are associated on my mind xD) The other thing I'd like you to touch a bit is the roofing. The mapping in some areas are visibly stretched and it extends so far out of the walls that the shield you used near the roof will be barely visible. Oh and feel free to fill the table with eyecandy stuff, be as creative as you want
  6. I'm 70% sure there's already a temple ruins eyecandy actor in atlas. Not currently at home so can't 100% confirm.
  7. @LordGood Loving the reliefs and the use of flora on this structure. Very well done
  8. You probably ran out of metal. (check the wonder, not normal temple)
  9. Another interesting video about how hoplites fought. (yes, I'm working on hoplites animations next ^_^) It's a pity I couldn't find part 2 yet
  10. Definitely better than the previous attempts in font style and presentation. If you want to get creative you could try to make the Seleucid anchor into that font style and use it as it was a letter within "Seleucid King". Although it may or it may not fit, just throwing ideas. Nice progress though
  11. Yeah, it will be for good use for sure. It's more or less explaining almost the same things as the videos I posted on this thread too: The wind-up movement he does will definitely be included in attack loops for the game
  12. I couldn't stream today since it would have been a very fragmented session, but I managed to refine the horse animations, now with 100% more unit.
  13. I agree with both. These anims will have a second pass.
  14. Thanks FeXoR! Trot was actually requested in the IRC due to the normal speed movement of cavalry. Walk animation will look too slow and gallop too fast for their normal speed. Any suggestions /reference to tackle this issue?
  15. Here's the product of today's stream. Keep an eye on this thread since I'll be streaming more during this week. (sorry, big gifs)
  16. I'll be streaming in a few minutes. Today in the menu we have some sweet new horse rigging, probably sculpting too and new meshes animations. twitch.tv/exmanko Enjoy!
  17. @Lion.Kanzen Shouldn't that be posted in their respective mod subforum? I'll just stick with the models needed for the main game for now, or I'll never finish with this. Also remember, the blender file with the armature and basic unit model is in the first post of this thread. Any artist/modder can download it and tweak the model or make animations as desired. For any model that is rigged into the given armature, all the animations that will be in-game will work with it.
  18. Animations being ready is much closer than you think. Once I have the basics now (as I do) only simple modifications for each type of equipment are yet to be done, even cavalry only have 2 or 3 different animations, so the only thing I would like to make is some horse walk/trot/galop for the cavalry, so it wouldn't be much wait. Also I think it would be more epic to just commit all new units regardless their role.
  19. Yes, I won't be able to do any modifications to them though. Not sure if I understand correctly... You can add as many animation variants as you want for spearmen attacks for example, and it will pick one randomly. My goal is to have at least 1 variation for each animation type needed to apply and test and then make variations from there.
  20. Here are my two cents. This guy has very nice typography tutorials. It can serve you to get ideas for your logo and intro. http://www.blenderdiplom.com/en/tutorials/all-tutorials/572-tutorial-light-rays-using-the-sun-beams-node.html http://www.blenderdiplom.com/en/tutorials/all-tutorials/417-tutorial-dynamic-paint-ball-intro.html http://www.blenderdiplom.com/en/tutorials/all-tutorials/563-tutorial-modern-hologram-shader-in-cycles.html http://www.blenderdiplom.com/en/tutorials/all-tutorials/560-tutorial-volumetric-logo-reveal-in-cycles.html http://www.blenderdiplom.com/en/tutorials/all-tutorials/542-tutorial-lens-flares-using-the-compositor.html
  21. Great! Some suggestions to make it even better looking!: -Adding some more statues along the triangled roof like in this reference: -Making the steps in the stairs smaller (more steps) so the building would look bigger (proportion-wise) -Remove the pinkish texture for the roof part and even the stairs, it does look a bit off to me. -Adding some extrusions at the right and left side of the building to put some fire burning cups like the normal roman temple. example:
  22. Got any quick reference for this variation? My focus at the moment is animations and new horses (I need them for cavalry unit animations) but a simple longer tunic variation should be easy enough. Would the length on his right leg be enough? I could modify this variation to go all the way to the other leg as a tunic.
  23. There's already some waterfalls actors in Atlas under geology/waterfalls
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