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Enrique

WFG Retired
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Everything posted by Enrique

  1. Whoa! looking good Ndragu!! The tris count is low (good thing), you can still adding details and props (shields, crates, ropes, whatever) And I know still work in progress, but the "front triangle" part of the deck is very low res at the moment Can't wait to see it finished
  2. Looks great!! I think the props should be scaled a bit bigger and more scattered through the deck. And the polycount is not scary yet I kind of like the sails, but let's see what others think. Nice work paperkat!
  3. These front sails looks triangular http://www.frontlineonnet.com/fl2625/images/20091218262506202.jpg http://www.ibiblio.org/britishraj/Jackson2/img/p078AncientHinduShip.jpg
  4. Niice! I like the direction so far! Yes, you should fill it with crates, barrels, baskets, that kind of stuff. Maybe one sail on the big mast and a triangular small sail on the little mast? The oars will be probably animated, so they should be long enough to get under the water plane. Nice work so far
  5. I agree. However, I have my concerns about the body armour itself. If it's going to be animated with the "whole" elephant, they cannot have separated textures/meshes right?
  6. Restarted elephants armor based on those concepts. Still heavy wip.
  7. Nice start Ndragu! looking good! If you want, you can import a quinquirreme ship already in-game to have a size reference for the ship You can find them here http://svn.wildfiregames.com/public/ps/trunk/binaries/data/mods/public/art/meshes/structural/
  8. Not in multiplayer for sure. I see this as an another way to make the game slower. I.e. you want to train champ spearmen troops to counter a cavalry enemy attack (or an early raid), but you have to go to find the information on what you need to train your troops, you're in big trouble. I can understand if you have some kind of "bonus" or "discount" having x buildings of a kind, but that's not too much different from researching a tech. Just my opinion here.
  9. Who wants to check the tech tree every time a player wants to make a type of unit but cannot remember the required buildings to train them?
  10. @Sighvatr That sounds like a lot of effort to remember. And you'll have to make huge tooltips to specify that information. I can imagine a lot of players wondering why the champion/elephants/whatever unit still grayed out and he cannot train them.
  11. This is actually a nice Idea, but it should be giving one at phase II and the other two at phase III. This way the icons could fit in each row. I don't know if there's any other civ who has more buildings than space on each row/phase.
  12. Still, you need his authorization to use his work in your mod and probably in the tutorial also. Specially if you're going to use his work in your mod. He doesn't specify under which license offers his art, I bet you wouldn't like that someone uses your work for his own purposes without notifying you and give credit. Be careful with that.
  13. Yes, that's what I said, they need to be "hellenized" to fit the ptolemies, but they're ok for bronze age Egypt I think. They just need textures. Taking Deviant Art works without author's permission or without mentioning author's name/link to page and work upon it is not a nice habit to have.
  14. I ended up making the second bend in the front legs closer to the ankle and making the second bending joint in the rear legs by Zaggy's request. Here's the blendfile with the elephant, a light setup and a test armor mesh. asian elephant newmesh.zip
  15. Polycount is not set in stone, but something around 1000-1200 tris would be great. (Unless Mythos throws me to the dogs ) Textures: Diffuse obviously, but the textures must be licensed under CC-BY-SA or similar (or in public domain). Here are two sites where all the textures are licensed that way: http://texturemate.com/ http://agf81.deviantart.com/gallery/ The engine support diffuse, specular, Ambient occlusion, and normal+parallax. (the parallax being the alpha channel of the normal map). Currently as far as I know, there are no ships with normal maps, and I don't really know if it's planned/supported on ships. We can make some tests if you're in the mood of doing them Some final notes: -The triangles are not double sided (the engine only renders the triangles where the normals are facing). -The ships/units/buildings must have some player color to know which player owns the unit. This is achieved by transparency on the texture. The more transparent, the more intense playercolor will show (you can do normal transparency too). - You have to remove all lights, cameras, materials, etc from the mesh before exporting to .dae - You have to triangulate the mesh if you work in quads before exporting. (no quads or ngons supported)
  16. Thanks lilstewie I was saving that one for the merchant ship, but can be used for reference for warships too I guess BTW, you posted a "zoomed in" version of that image where shows the details much better.
  17. Perfect, you can post your progress here: http://www.wildfiregames.com/forum/index.php?showtopic=17039
  18. OK, then I'm going o suggest you to start with the merchant ship for the mauryans, http://www.wildfiregames.com/forum/index.php?showtopic=17038 Or if you prefer something bigger and more difficult you can give a try to the market: http://www.wildfireg...=20#entry261677 I suggest you to take the merchant ship first, just to get used to the process of importing assets into the game to check for yourself the final result in the engine. But as always, your choice The software doesn't have to be blender. You can use whatever software you're comfortable working with, as long as it's able to export Collada format (.DAE) like Maya, Max3D and Blender
  19. Nice references found by lilstewie. Ideally the light warship would have two sails and the medium warship three (and bigger)
  20. A mix of these two references would be good:
  21. Hello William! Welcome to the forums! Impressive portfolio & skills! Thanks for your application . What would be your primary interest modelling? Nature/organic, hardsurface/buildings? We're currently finishing Mauryan units and buildings, and we will work on Ptolemies (Hellenized Egypt) in the following months (lot of work will be available). But there's also a lot of flora/fauna/gaia assets to choose if you want. We have currently moved our Art department forum to public. Here you can see some ongoing progress lists our Art Dept Leader made (plenty of things to choose ): - Old list. (Everything is done except the last part: Gaia & eyecandy stuff http://www.wildfireg...showtopic=16220 ) - Here's also the Mauryan progress thread: http://www.wildfireg...=0 - We're also very interested in upgrading our unit meshes to have more detail and better deformations for animation. This thread is a little bit desorganized, but the last posts shows the current progress on new unit meshes and rig: http://www.wildfireg...00 - Finally, if you're good at animating, our main interest would be animations. We have only one animator in our team and if we update unit meshes, we're going to need a lot of new animations. If you are interested, you can give a quick read of the Artists Design Document. It's old, and there are things outdated (like triangle count, etc) but there are other things that may be interesting:http://trac.wildfire...tDesignDocument If you want to take a look to some 3D assets currently in-game, you can open them in blender once you have downloaded the game, or downloading them from our SVN repo. Structural models: http://svn.wildfireg...hes/structural/ And textures folder here Feel free to ask here as many questions as you want as well as WIP images of your progress for the team and community to show/ask/review/suggest/critique Looking forward to work with you!
  22. Now looks perfect and distinguishable from a distance. I took the freedom to add some minimal shadows in the interior edge of the boat and under the benches to fake ambient occlusion. Final result: Now it's commited for everyone to check in their SVN versions.
  23. I don't find it intrusive at all, considering that sorting them will be difficult to achieve in all civs. Another solution could be some kind of colour indications around the edges or in the glow, but that will really be intrusive :/ By the way you have to tell me how can I access to phase IV
  24. Sure, you can start with the big boat when you want , but we also need to fix the playercolor on fishboats sails. Here are some mauryan symbols for the sail: http://www.wildfiregames.com/forum/index.php?showtopic=16653entry253036 http://www.wildfiregames.com/forum/index.php?showtopic=16699entry255760 <= (The attached thumbnail seems totally white but there's a symbol there )
  25. The model looks great!, but the playercolor parts are not very noticeable, just when zoomed in. Maybe the color should be in the sail. Either way, very nice work ndragu!
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