Enrique
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Everything posted by Enrique
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===[COMMITTED]=== Blacksmith Buildings
Enrique replied to Mythos_Ruler's topic in Completed Art Tasks
Thanks for your feedback guys I'll make some changes and post progress soon. If you have any articles on how the ancients forge their metals or references, please post. -
===[COMMITTED]=== Blacksmith Buildings
Enrique replied to Mythos_Ruler's topic in Completed Art Tasks
Blacksmith concepts for romans and Iberians (Iberian one is based on it's current barracks, barracks model will be redone) -
Added alpha to the whiskers. Looks great, but after reducing the texture size (currently is 1024) and from normal camera zoom I think it will be difficult to see that level of detail. Anyway, it'll stay alpha mapped . BTW your last version of the Oryx has been already textured. The .zip with the texture is in this post: http://www.wildfireg...96Keep up the good work Micket!
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What does that mean? Do you have any restrictions with the software? The main 3D tool in the team is currently Blender3D, but we have some members that use 3DMax, not sure if we can help a lot with Maya, but we'll try.Also, for starters I recommend you make a quick read to the Art design document HERE. There are some things outdated, but you can find some information regarding how animation works in the engine as well as Maya plugins for collada (.dae format used in 0AD) and other tips that could be helpful to read. I'm going to leave you here with the last version of the Oryx model. It's modeled by contributor Micket some days ago and textured by me. I've removed the armature that Micket made to avoid importing errors with the armature so you can create a new rig to fit your animating needs. I'm afraid I wouldn't be able to help you a lot in the animation area, but I'll do my best. Hopefully if you have any hard questions our team animator Zaggy1024 can assist you. (Zip contains .dae and .obj model format and texture) oryx.zip
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yes, I forgot. Whiskers are not final. I'm going to try an alpha map an if it doesn't work well, I'll try with geometry before discarding them
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Really nice model. I hope you like the texture: Source: http://commons.wikimedia.org/wiki/File:Panthera_tigris_tigris.jpg
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Hello Vincent! Welcome to the forums and thanks for your application. As kosmo already pointed out, one of our biggest needs right now is animators. So if you're interested in animating, we can give you some recent animal models for you to rig and start animating and you can show us your skills. If you prefer modelling/texturing you can choose a wide variety, from nature/organic assets and animals to hard-surface buildings. Where you want to start is up to you. You can use this thread to ask any questions and doubts you want and to show your progress (screenshots, vids) of your first task. Just let us know what are you interested in working on and we'll guide you through. Looking forward to work with you!
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Very nice! looking forward to the finished result. Neck fluff with alpha maps would be very hard to see even at full-zoom level. Your choice. Here is an example. Left model is all set to smooth shading. Center model is set on "flat" shading. Right model is set to smooth with a modifier that makes "flat" edges within a certain edge angle (very useful for rocks).You can also select the faces you want to be smooth and flat manually, so it's probably the same as smooth groups in 3DS Max
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Hello ralphierocks, To address your first concern, adding new civilizations is an art related task (3D buildings, textures, units, props, etc) which takes zero time away from developers to work on gameplay features and fixes. In the same way, a 3D artist cannot help on adding those gameplay features other than suggesting, throwing ideas and such. So there's no time spent on adding new civs that could be invested in new features. Regarding the AI and pathfinder: AI's have been greatly improved from last alpha, and there's ground work for improvement in that area (there's already basic support for naval AI movement IIRC). Other features like formations and their bonuses (which they're planned) are related with pathfinder. Pathfinder is being worked and we're aware that it has slowed down other features developement, not only formations, charging/running is another example. These features will diferentiate more 0AD from Aoe if that's your big concern. Just keep in mind there are more features that you may not be aware of that are planned (like building capturing) that will enhace the strategic gameplay of the title. We hope to keep adding these features and more and make 0AD unique. But as you already know, free time to contribute on the project is not always available. And contributors sometimes stop contributing for work reasons, or personal reasons so key features like pathfinding development is being slow. I hope you enjoy the final product even if you have to wait a little longer to play it in it's full glory
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First tests (wicker texture is that big to see it propperly at 128x128 resolution) suggestions are welcome.
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happy to see they look great. Have you tried normal-mapping them? I think the bumps would look great with the specular effect.
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It was done in GIMP, I posted .PSD versions so photoshop users could also use them (GIMP also supports .PSD files)
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Here are the .PSD files for those who want to color them Contains: bronze and metal variation, normal map (want to test how they look shiny and normal mapped in game) and a mask for easy area selection coloring. They're already scaled for in-game use. If someone wants the 512x512 files just ask for them . Tips: For showing metal parts, just erase bronze layer parts. For player color, erase bronze parts, desaturate the same metal parts, and convert white to alpha. ptolemaic shields.zip
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Since the pc at my workplace has been changed and cannot handle the shields hipoly sculpts... I entertained myself this afternoon giving a try at texturing the Oryx. Sources: http://commons.wikim...ryx_beisa_1.jpg http://commons.wikim...ntelope_new.jpg 1024 texture: oryx texture.zip
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Very nice work! 850 triangles is reasonable. Proportions look great. Well done! BTW: Art design document is just for reference (pretty old) you can aim sightly higher of the polycount specified there, specially if the asset/unit is big.
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I'm not arguing against using trac for art tasks I also think it would be easier to organize, just pointing the reasons why it's not being used yet
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This and the fact that Art tasks are since some months open to the public (everyone who wants can start working on art tasks) made the art progress to be on the forums where WIP pics, feedback and reference sharing is faster (or easier) for the users.
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Hello Micket! Welcome to the forums! Nice hippo Armature looks decent, but I'm not an animation expert. I think the only thing it bothers me a little is that it's too wide. I made him a little less wider and textured with projection painting: Sources: http://commons.wikim...us_P1060080.jpg http://commons.wikim...e:Hippo_pod.jpg http://commons.wikim..._2010-01-13.jpg Are you interested in animating it? or modelling more animals or assets? *Black lines are seams that needs some pixels of color bleeding.
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I render the image in blender from orthographic view from an high res sculpt, bake the displacement to a black and white image so I can have a layer to select different parts easy with the magic selection tool and make changes in photoshop (transparencies, color changes). I'll probably render the images with an transparent multiplied AO layer. This way playercolor is just selecting the part you want, erase it to make it "transparent" and then the multiplied AO layer will create nice shadows in top of the playercolor. I hope I explained it clearly, if not you'll see once posted Nice. Can I use that image? is it copyrighted?EDIT: Added a screen from GIMP as example. Specular highlits could probably be rendered in a different layer, to add it in top of the playercolor, but I don't think it would be neccessary.
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Will do soon. I'll post also more designs currently under production with black and white layers for easy selection/masking of shield parts in photoshop. Any special shield design request accepted (heroes?)
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Nice video and nicely narrated. I think you should make videos showcasing the different civs in quick matches like this one. I'm sure you covered a lot of new information for players unlike the usual "let's play 0AD" video.
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More designs, not colored yet. I found an easy way to mask parts of the shield based on the height of the carvings, so we can have nice playercolor by zones easy
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I'm sure you can find similars here:http://agf81.deviantart.com/gallery/ http://www.texturemate.com Too fancy?: