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Enrique

WFG Retired
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Posts 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.

    • Like 1
  2. 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 :P

     

  3. @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.

    • Like 4
  4. 9 minutes ago, av93 said:

    A lo que me referia es que si, independientemente de que todas las unidades tengan las animaciones hechas, si hay planes de añadir los sets cuando esten acabados. En otras palabras, si se acaban las animaciones de infanteria, aunque no esten finalizadas las de caballeria, se incluiran. O tendremos que esperar a que todos los sets esten hechos. (Puedes contestar en ingles)

    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.

    • Like 2
  5. 1 hour ago, stanislas69 said:

    @Enrique Any plans to add Jos3bv's anims ?

    Yes, I won't be able to do any modifications to them though.

    24 minutes ago, av93 said:

    And possibility to add anims when one set is finished? I mean, for example, add spearman animations although other animations sets aren't finished (I know that could be modded easily)

    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.

    • Like 2
  6. 6 hours ago, Tobi95 said:

    I can try to do this, I should have some spare time the next days. Exspecially the UV stretching is something that I really shoudl fix

    Great!

    Some suggestions to make it even better looking!:

    -Adding some more statues along the triangled roof like in this reference: 7b1331602427332.png

    -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: download.jpg

    • Like 5
  7. 1 hour ago, wowgetoffyourcellphone said:

    Also need variation for loose Indian-style pants or skirt that blouse below the knee, like the lungi or sarong. Men and woman variations.

    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.

    Spoiler

    lcyR6M.gif

     

    • Like 2
  8. 5 hours ago, Sturm said:

    Hello dear skilled folks...

    Anyone dealing with waterfalls nowadays? Is there any way that a non skilled designer could help with the game art, like building paintings or waterfalls?

    There's already some waterfalls actors in Atlas under geology/waterfalls

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