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Enrique

WFG Retired
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Everything posted by Enrique

  1. You could try using the existing roman sculptures set for the statues in the roof. You should try to texture it with the roman struct textures or choose some of the existing textures in the game. IIt also looks a little bit empty for a wonder maybe you can add some props around.
  2. Ok! I was following the cranog distances, but it's true it makes more sense to make it behave like a dock. I will make it shorter
  3. That was just a placeholder. You can obtain much more cool looking rocks (and triangle count control) by hand sculpting than auto-generate them with an algorithm (plus it has less artistic value ) What I would like to have for the rock base is to have biome-sensitive textures which I think it is not possible right now. Another thing I am wondering how to do it is the blending at the top of the base to use grass/dirt with the rock. I think it looks better without the surrounding walls:
  4. Early WIP. I will probably get rid of the surrounding walls (althought they're historically accurate) to make the building footprint smaller, now it is roughly the same footprint as the celtic cranog. I will keep the rocky base (but better looking) as the base that will be standing in the water, I don't know if the texture for the that rocky base could be biome-sensitive, if not I will make them generic-rock looking.
  5. Hello Gordont, welcome to the forums! Awesome work examples, they're really cool! Is it OK if we give you a list of buildings that need a concept for modellers to work on them? We would give you some basic directions and some real photo references for the ones that are possible and your task will be to make a concept based on them following the general art direction of the game. This will require you to download the game and take a look at the buildings we currently have ingame to match the general layouts for each building type. Depending on how fast you are at it, we will make the list bigger or shorter and revise it for each alpha cycle.
  6. Hello DukeDiamond, welcome! Looks like a nice start. Since it's going to be a wonder I'd like to have this temple fully decorated with paintings everywhere. We can use a mix of already in-game paintings texture (with transparent surroundings to use them as single planes on the brick surface) and textures from a small replica model I have around. The textures are actually photos I took from the replica, but the paintings and decorations of the replica are accurate (but not overly detailed). I cannot post them yet because I'm at work at the moment but I will post them in this thread soon. They will need some editing and color correction probably, but I made some tests in the past and it looked good enough. Also if you prefer (or you think it could be useful) I can share these two models I made some time ago. I used several Edfu temple references to model it (they need some rescaling and fixing though): http://www.wildfiregames.com/forum/uploads//monthly_05_2013/post-13528-0-15583500-1367674757.jpg http://www.wildfiregames.com/forum/uploads//monthly_05_2013/post-13528-0-99929700-1367674773.jpg
  7. I like it. I also wanted to change the AO map that this tower had. I think it wasn't baked correctly and the roof was too bright. My only suggestion will be to make the stair wall thinner, it looks a little too thick right now, and you'll have more room to make the door wider. Good job. Post the zip file when it's ready.
  8. I think 3 edgeloops helps the model to deform way more smoother than having only one. But they have to be more separated than they are right now or the stretching will remain obvious. There's also no need of such edgeloops in the "torso", since it's not going to bend as much as the legs.
  9. You can take the task that you want. However, there's no elephant model needed, just the turret model for the elphant and its texture. There's also no soldiers needed to model, just their texures.
  10. By the looks of it and the watermark of the image that almost sure a copyrighted image. - Por la marca de la imagen que linkeas parece ser que está protegida por copyright. Here you have some wikimedia commons sources in the public domain that you can use: - Aquí te dejo unos links a unas imágenes de wikimedia commons que puedes usar libremente: http://commons.wikimedia.org/wiki/File:Herberstein_Gepard_048.jpg http://commons.wikimedia.org/wiki/File:Herberstein_Gepard_034.jpg http://commons.wikimedia.org/wiki/File:Two_cheetahs_together.jpg http://commons.wikimedia.org/wiki/File:Young_Cheetahs.jpg By the way, did you know you can clone the texture while texture painting in blender? It's like cloning in gimp, but directly in the model, which helps hiding seams and stretching. If you're interested I can link you some tutorials about it (in english) - Por cierto, ¿sabías que puedes clonar la texture directamente en blender en el modo "texture painting"? Es como clonar en gimp, pero directamente en el modelo, lo que ayuda a esconder marcas entre UVs y estiramientos. Si estás interesado te puedo linkear unos tutoriales sobre la técnica (en inglés)
  11. I will start working on the ptolemaic lighthose. Post updated.
  12. The last gates added to the game were handled by Pureon. I tried to fiddle around with the gate animations but couldn't make it work propperly. I guess it needs one bone for each door, and one main bone for both. The AO in the gate will not work unless the doors are a separated actor. (animated actors do not support ao maps afaik)
  13. Beni Hassan tombs seems to be from Middle kingdom. Wikipedia: "While there are some Old Kingdom burials at the site, it was primarily used during the Middle Kingdom, spanning the 21st to 17th centuries BCE" I'm pretty sure that if they used merlons, they were rounded ones. But I'm a little confused by the fact that the bigger walls depicted in the mosaic don't use them, althought some of them do, like you pointed out. However, walltowers style seems to be uniform in the whole mosaic. I also agree with the oversaturated roof yellow color. It will be toned down. If you feel there are other parts of the texture that needs adjusting, please tell me.
  14. Hello Zentaoaki. Nice start! Forget about poses, there's no need to do them now focus on the model Try working a little more on the head shape and texture mapping. The proportions look good. Get rid of the eye sockets, there's no need for them. You'll find it easier to get the shape of the head correclty and the mapping too. Remember to add at least 3 edgeloops on each "joint" in the legs where the mesh is going to bend when it's animated, this way minimal stretching will occur. The better way to get the correct scale is to import a unit/animal from the game so you can have a reference of how big it will look in the game. I see you used projection mapping? If this is the case, I have to ask you if the texture/image you used to make the texture have the proper licenses (CC-BY-SA 3.0) or public domain, which are compatibles with the game's license. This is a must requirement. If you can't find a good texture that meets the required license, we can always help you Keep it up! ------ Hola Zentaoaki, Buen comienzo! No te preocupes por las poses por ahora, céntrate en el modelo Intenta trabajar un poco más la forma de la cabeza y el mapeado de la textura en ella. Las proporciones están muy bien. Elimina los agujeros para los ojos en el modelo, no hacen falta, los ojos serán parte de la textura. Recuerda añadir 3 loops de aristas donde el modelo se doblará cuando esté animado (los codos de las patas, etc...) para minimizar el estiramiento que sufrirá cuando se anime el modelo. La mejor forma para encontrar el tamaño adecuando es importar una unidad o animal del juego para saber qué tamaño es el correcto. Usaste projection mapping? Si este es el caso, tengo que preguntarte si la textura/imagen que usaste para crear la textura está licenciada bajo CC- BY-SA 3.0 o si está en dominio público, que son las licencias compatibles con el juego. Éste requerimiento es importante. Si no puedes encontrar una buena textura con estos requerimientos de licencias siempre te podemos echar una mano con ellas Sigue así! tiene muy buena pinta
  15. This is the most acurrate wall reference I could find. It's the Nile mosaic of Palestrina (already posted somewhere in the Ptolemies crowd sourcing thread) Here's the high resolution image: http://www.kingsacademy.com/mhodges/11_Western-Art/03_Egyptian/WIK_Nile-Mosaic-of-Palestrina.jpg It's dated in the hellenistic period of Egypt. If you look closely you can see some walls and walltowers depicted in the mosaic. The style you made the walls are based on references circa 1800 AD. which you can find quite a lot of references. However, in the same mosaic there seems to be some kind of structure with squared merlons in the walls at the center of the mosaic too: Full Mosaic Older Egypt references: http://www.specialtyinterests.net/journey_to_nubia.html http://en.wikipedia.org/wiki/Buhen http://www.touregypt.net/featurestories/fortresses.htm http://www.livingdice.com/5190/book-report-the-fortifications-of-ancient-egypt-3000-1780-bc-from-osprey-publishing/ Regarding the barracks, I'm not 100% happy with it, but I'll commit it as is for now. I'd like it to be more delicate/less bulky than it is now, following the traits of egyptian architecture.
  16. Last updated 08/03/2018 This thread is to keep track of the Art tasks that needs to be done and who is working on which one. Keep it clean, post only when you are going to start a task and when it has been finished and approved or commited by someone of the team. - Do not post suggestions. Create a new topic or use any suggestion thread. - Do not post Wips. Create a ===[TASK]=== thread on the Art forum for this matter. - Do not post references. Use the relevant task thread. - LEGAL WAIVER: Please read this before contributing and abide by it. *We can't assure that your models will be used for the final game, and we n 're also looking for a certain quality level, don't get upset if your model doesn't make it into the game, practice is the best way to improve. Useful links: How to Import/export assets and bake AO maps in Blender3D Blender 3D UV unwrapping tips How to export animations from Blender3D to 0AD Tips & requirements of the engine: - Approx triangle count for buildings: small 2k-5k, mid 4k-6k, big 6k-8k, wonders 8k-12k. - The engine uses .DAE (Collada) format for models and animations. - The engine does not render double-faced polys, so if you want a polygon with both faces rendered, you need to duplicate it and flip the normals. - The engine does not tile the textures like blender does, so when UV mapping, keep the UV islands within the texture space. - We use two UV coordinates, one with overlapping UVs for diffuse, normal/parallax and specularity and another non-overlapping for AO maps. - Building models need to extend below the ground (-Z axis) because it can be visible when the building is constructed in uneven terrain. - To get the correct scale it is very useful to import a building from the game into blender as a reference. SIMPLE TASKS ESSENTIAL TASKS BUILDINGS UNITS UNITS ANIMATIONS OPTIONAL TASKS BUILDINGS PROPS ANIMALS FLORA GEOLOGY UI Portraits
  17. You can choose: cheetah, egret, fox, seal, walrus, hyena, antelope, bison, baboon.. to name a few. In the near future you'll have a thread where you can track all the 3D/texture tasks that needs to be done and if someone is working on it.
  18. Ludo, that thread is in the private forums, I doubt he would be able to access it. It will be moved to the public forums once it's finished...
  19. I had them in my hard drive since some time. I have commited it now. However, I downscaled the textures to 512x512. 1024 seemed like too big for a texture just for one structure. Preview:
  20. Interesting.... I wonder why there's no 3D reconstruction or drawing depicting it with roof
  21. Hola Victor! Bienvenido al foro De qué parte de España eres?
  22. Much better. I like both actually. I'll leave it to Michael if he prefers one of the two. If you ask me, I'll say model both and have 2 barracks variations
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