Enrique
WFG Retired-
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Everything posted by Enrique
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Brilliant Micket! it looks perfect to me! You have a very good hand with animals. If you are interested, we need two dog breeds for celts that the player will be able to control (as the current wardogs) *wink wink*
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How does it looks when you scale down the texture to something like 256x256?
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Got any suggestions?
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Yeah, a bit on the pants (they do not seem to have any right now) and darkening (or lighten the outward wrinkles) of the top part. But be subtle, don't go crazy with it
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That looks awesome man! Could you please add some more screenshots from default camera angle? Is it an actor on its own? or did you make it with the terrain tools? Good work! What a coincidence I was thinking lately of an approach of making cliffs which I think it would look great: Small modular cliff and slab pieces that would conform to the terrain like props and making them to extend a lot under the terrain, so when placed in steep areas it would look like a jagged, cliffy wall. Since they would conform to the terrain, the scenario artist would have all the control on how the cliff face would look.
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===[COMMITTED]===Temple of Capitoline Jupiter (wonder)
Enrique replied to Tobi95's topic in Completed Art Tasks
If my eyes don't fail me, he's rendering with cycles, and using a glossy shader for the metallic parts like the base of the columns. However, using only a glossy shader makes the object to only reflect the surroundings without any diffused color. Using a mix node to mix glossy and diffuse shader would let the diffuse color to show while keeping the glossiness. However, none of these shader setups would be of any use in the engine, it's just for showcasing purposes. -
Niektb that's looking awesome, man. You're getting really good at texturing! Very sharp and clear details, the only thing I can think of to improve them is adding a little stronger wrinkle shadowing, it's a bit soft right now. Keep it up!
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===[COMMITTED]===Temple of Capitoline Jupiter (wonder)
Enrique replied to Tobi95's topic in Completed Art Tasks
No, it's not. It's red because of historical reasons. Regarding the columns... I think some gold touches like the Mars temple already in-game could help to make it look more epic: -
===[COMMITTED]===Temple of Capitoline Jupiter (wonder)
Enrique replied to Tobi95's topic in Completed Art Tasks
Looking better! Did you use "dirty vertex colors"? I think you could try to color it and multiply the dirty vertex colors or a displace bake in order to have detail on a basic colored statue so you don't have to waste much time painting it. -
These are really nice references, can't tell how accurate though. Good find!
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- Asian
- Han Dynasty
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===[COMMITTED]===Temple of Capitoline Jupiter (wonder)
Enrique replied to Tobi95's topic in Completed Art Tasks
Nice! Let's test it in top of the building to get a raw look of the final composition -
===[TASK]=== WONDER: Britons: Stonehenge and White Horse
Enrique replied to Mythos_Ruler's topic in Official tasks
It's not what I had in mind for a wonder but I guess we can add it to the map editor. -
===[COMMITTED]===Temple of Capitoline Jupiter (wonder)
Enrique replied to Tobi95's topic in Completed Art Tasks
I like the detail you've put into it. Nice work. I'll request you if you could change the oxide texture though, romans used to paint their sculptures and this one should probably be painted too. You could make several parts golden, so you can save the texture paint in those places (chariot parts, etc) I made it 1024 because I usually work in big resolutions but I suggested you to downscale it to the resolution you want.1024 texture for such small statues is too much imo. If Tobi wants to go for a lot of detail we can use a bigger one that 512*512 and reuse the statue to put it in the ground and have it as an eyecandy asset that could look pretty. In resume, Tobi I'll suggest you to go for 1024*1024, we can always downscale it Keep up the good work! -
===[COMMITTED]===Temple of Capitoline Jupiter (wonder)
Enrique replied to Tobi95's topic in Completed Art Tasks
Great! keep it up! We're going to need a custom texture for that pediment too... Also... what's the problem with the column bases? -
===[COMMITTED]===Temple of Capitoline Jupiter (wonder)
Enrique replied to Tobi95's topic in Completed Art Tasks
Good progress. There's something wrong on the top-view screenshot comparing sizes though. The hanging gardens should be much bigger than the big roman temple you can check it in the atlas editor that in the game the temple is smaller than the gardens. Which blender version are you using? If it's 2.69 or newer you should mark the checkbox of "import units" when importing collada files into blender (the checkbox is in the lower left when you choose the file in blender after File-> export) That should fix the scale issue. Regarding the model... its headed in the right way, I'd try to move the exterior columns more to the exterior to be able to see the capitels better, or make the architrave not sticking out so much (and/or make capitles bigger). Remember that the 90% of the time the camera will be top-down, the capitels will be barely visible right now. Keep it up! good work. -
===[COMMITTED]===Temple of Capitoline Jupiter (wonder)
Enrique replied to Tobi95's topic in Completed Art Tasks
Hey Tobi that's a nice start! My suggestions are: -----General - This building is going to be a wonder, don't be afraid of polycount, go for some good looking detail. - It'll be very useful to import a wonder or the big pyramid of the game into blender, so you can have a reference of the scaling in relation with the game world and the max footprint size. - As the above suggestion, importing a unit mesh will help you to control the scale of stair steps, windows, doors etc. -----Specific - At first impression it looks a little bit small, judging by the space between the columns. - Go for a wider staircase like the reference in your 2nd post, later in the road you can put two free standing columns at the entrance of the staircase like in the reference, it'll look nice. - If you want to save work&time, you can use some existing geometry for the columns: The macedonian building set have columns with corinthian capitels and basis already done, you'll just need to remap with the roman texture. Here's a helper if you want to do it from scratch by yourself: http://upload.wikimedia.org/wikipedia/commons/5/53/Schema_Saeulenordnungen.jpg - The angle of your render may be deceiving, but it looks like it should have a more squarish plant instead of a rectangle, but as I said it may be the angle. I'm going to repeat myself, but learning how to import/export 0AD assets to is a must if you want to test them out in-game and being able to reuse geometry and assets. The introduction of this post describes the steps to import the .dae assets into blender: http://www.wildfiregames.com/forum/index.php?showtopic=17542 Don't hesitate to ask any questions and doubts you may have about the engine and/or import/export process as well as blender help if you need it! -
3d Modeling/Texturing/Animating - Tobias B.
Enrique replied to Tobi95's topic in Applications and Contributions
Hello Tobi welcome to the forums! Those are some nice work examples. I'll ask you some questions to have an idea of your skill set -Have you played the game? which building set do you like more? -You mention animation in your post, do you have any animation examples? -Have you imported/exported any asset or have any experience with 0AD's engine? -As an environment artist, do you focus on nature/organic or architectural assets? Don't be afraid of so many questions, they're to guide you better on the way I've seen you already started with the Capitoline Jupiter temple, so I'll suggest/comment/critique on that thread. -
===[TASK]=== WONDER: Britons: Stonehenge and White Horse
Enrique replied to Mythos_Ruler's topic in Official tasks
And you're right. I think the biggest problem with that is the large amount of transparent pixels in the decal (around 90%) -
Looking at the references, they have like a higher border that prevent the water to go away on each terrace. If the terrace is clipped by terrain, the terrain will make the "natural fence" for the water. I think it could work, that's why I commented here.
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===[COMMITTED]=== Iberian Wonder: Cancho Roano
Enrique replied to LordGood's topic in Completed Art Tasks
I think it's looking great -
I envision the units "inside" the rice field looking like they have their feet/legs underwater and will look cool. Terraces shouldn't differ much on the height (except in cases where there's terrain elevations) and they shouldn't be placed more than 3 to avoid very high rice fields, but completely avoid units walking through is impossible though.
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What's the problem of using LordGood's method of propping different level terraces?
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===[TASK]=== WONDER: Britons: Stonehenge and White Horse
Enrique replied to Mythos_Ruler's topic in Official tasks
Use the knife tool. Probably just 2 mins of work Ctrl+K, then clicks around the mesh where you want to cut (the perimeter), you can also cut in the middle of faces, just remember to triangulate the mesh to avoid Ngons before exporting. Hit enter to accept the cuts, and remove the exterior geometry. Edit: Also I'd try to add something outside and inside the stone perimeter, like flowers, trees, bushes, rocks... cool stuff -
===[TASK]=== WONDER: Britons: Stonehenge and White Horse
Enrique replied to Mythos_Ruler's topic in Official tasks
I don't understand the "quite complet to cut". We use decals in all our buildings, I think we could use a big one for a wonder that's likely going to be built only once in a match (specially if you use 15 smaller ones) (wraitii was faster lol). If you use the approach of the stone wall, you shouldn't use the decal. I also feel like it needs more eyecandy... It doesn't feel like a wonder to me. Yes, it's big and historically accurate but doesn't look like a complex thing to build. -
===[TASK]=== WONDER: Britons: Stonehenge and White Horse
Enrique replied to Mythos_Ruler's topic in Official tasks
Why not use a big decal? like farms, they conform to terrain. There's also the solution I suggested 2 or 3 times already in this thread: Make the green stop in the stones, and make the stones extend further into the ground. You can use rocky formations or stairs or whatever outside of the stones if you get creative.