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Enrique

WFG Retired
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Everything posted by Enrique

  1. I solved a little the issue making a "chest" bone unparented which makes things easier to pose. Here are some more WIPS (I put the link to not saturate all pages with big gifs) http://makeagif.com/i/bFtV-N http://makeagif.com/i/_0FJ0k
  2. Its the same building rotated. Its one of the earliest stuff I did with egyptians before it was decided to add the ptolemaic faction to the roster. Basically it's the edfu temple entrance to its core.
  3. Thanks Micket, I'll check when I come back from traveling
  4. From my point of view, bloom like it is implemented now is affecting the whole screen (even shadowed parts) with the factor amount specified by the mapmaker. I think bloom should only be visible on the brightest textures affected by sun, when sun intensity exceeds X number and also around bright specular highlights
  5. The heightmap used in the engine is the alpha layer of the normalmap. You may be able to get it using gimp or photoshop. For the roof problem you may try using three quads instead of two (for each tile column) to make it more rounded and less pointy to the eyes.
  6. Roman set normalmap is not derived from geometry. It was made from the diffuse with a normalmap generator except the roof which was painted by hand by someone on the team (and made a good work I think) Yes that round roof part seems to be weird mapped. Micket you're free to improve the normalmap of any set you think you can improve. Also take a look at the seleucid set... it is still unfinished, or buildings like the roman wood dropsite could have an upgrade
  7. I wasn't thinking obstruction based on height, but rather based on structures/buildings. I don't think there's any building shorter than a unit, except farms
  8. Why is a 3D pathfinder needed to make units not visible at the other side of a wall that is at the same height as the unit firing? I do't think is 3d pathf is needed, but there are currently other limitations. Not sure though.
  9. I like your proposal a lot Sanderd. My vote is to make buildings easier to capture when damaged. This method could lead to new techs for faster repairing as an example. Units capturing buildings I guess aren't able to fight back while capturing? Capturing a garrisoned building that fires arrows would require a bigger number of units to capture based on this, so Im ok with that. Also enemy garrisoned units will be forced out when ownership drops below 50%? Or garrisoned units will be converted if they aren't ungarrisoned before full conversion? Last question, health decay based on unconnected territory will still be valid for captured buildings? Or at least will be allowed to repair them?
  10. I've been thinking on how to tackle the attack animation and maybe tearing and shaking would look silly if not close enough to the enemy. Right now im working on idles... sitting, scratching, ball licking... fun stuff lol
  11. Here's the improved animation and texture. I used no shading so you can judge the "real color" of the texture here (the earlier shot I think I messed up the material/lighting). Do you think it still needs more dirtyness? http://makeagif.com/i/gEGUgk
  12. Hi Led, only CC0 (public domain) or CC-BY-SA 3.0 We can't use more restrictive licenses than that last one.
  13. This reminds me that the paint can't be playercolored, since I used alpha transparency for several hairy parts. So I guess playercolor in this one must be in a propped (and animated) collar. I already made some improvements on the animation, smoothing things out. I'll try to make it dirtier and have another variation too.
  14. Hey Lion, those crowns are in the Edfu temple's bird statues in case that you want to take them from there and add them to the statue in the throne. Look in atlas for edfu_statues.xml
  15. Lion do you realize there is already an Egyptian statue set? You have seven to choose lol http://wildfiregames.com/forum/uploads//monthly_05_2013/post-13528-0-44465900-1367497075.jpg
  16. I made them for the Gate of all Nations... They're just waiting for me or someone to be finished (I was playing around with the colors until I stopped working on them) Which, by the way if you have some references or articles/suggestions as how they were painted, that would be useful.
  17. The same could be said for a film, just a fast correlation of images that makes you think they're in movement, after you clicked play. Art from my personal point of view is anything, created with the purpose to make the viewer feel different emotions. For me, the more stronger/deeper/impactful emotions, the better the art is. It could be awe, sadness, joy, compassion, surprise.... the more complex the feeling, the better the art is. That said, I'll also consider better pieces of art those that are able to transmit those feelings in the shorten time possible/with the minimal amount of the "medium to transmit the feeling". To explain myself, I consider a better piece of art a single image that made me feel a deep & complex feeling than a movie who took more than 1h to make me feel that way. From my definition, you can conclude that in my opinion the best art is the controversial, social critic, aggresive/blatant type of art, because in my experience it usually is the one who can trigger in me the most complex and sudden feelings. Also you can derive from my definition that art is very subjective because each individual reacts different to the artist stimulus, and that's why there are so many pieces of art that are considered good, when there are people who doesn't like them at all. EDIT: Tailoring the answer with videogames.... Haven't you played a game that made you cry, or almost did? have you ever played a game that made you feel in an universe which made you feel in awe or surprised? have you ever played a game that made you feel compassion for that character who died through the game? If yes, then some games that you played would be considered for me as art.
  18. Oh, yes that might be a problem It requires a decent rig because it needs to be subdivided a lot for a smooth surface. However, there's a "curve stroke" method for painting/sculpting that was added on the last versions of blender, that lets you paint with curves with handlers. Waaay nicer way to paint smooth curved lines with mouse. Sadly, it wasn't available on the time I made the tutorials/helmets. Here's a demo of how it works (can be used for texture painting too, not only masking/sculpting)
  19. When I was doing highpoly helmets to bake textures, I adopted a different approach. Instead of worriying about topology and getting messy meshes, I just decided to make a duplicate of the lowpoly, make it have even quad faces, unwrap it, and use a texture to displace all the ridges and indents after subsurfing. Use a texture with neutral grey and paint white where you want outward bumps, and black where you want inward bumps. It was much faster/easier for me to just paint some lines across the model and let the displace make the rest than having to worry about all its geometry. You can also combine both, modeling the ridges and the displace modifier. Fast-forwarding this video you can see what I'm trying to describe here (towards the end of the video you can see the displace modifier applied)
  20. Yeah I know what you mean. I don't usually triangulate until I export it to the game in case there is the need to change anything in the mesh. Running anim:
  21. Hey, not gonna lie, those changes sound very interesting and fun. Way to go!
  22. Skin wobbling around would be excessive IMO, there needs to be a bone for each part that we want skin wobbly parts and I think there's no need for such detail in a RTS. I've added more weight to the head, animated the mouth, flapping ears (not too much since they don't have inner geometry), and fixed the tail movement. There's some stretching in the lower part of the chest that I couldn't get rid of due to the mesh topology, but it shouldn't be a problem from the game's camera perspective.
  23. Yeah, not final ofc I want to tweak the tail movement, give some more weight to the head, and animate the ears too
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