Enrique
WFG Retired-
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Everything posted by Enrique
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===[COMMITTED]=== Mauryan War Elephant (and hero elephant)
Enrique replied to Mythos_Ruler's topic in Completed Art Tasks
Thanks Sanderd17 I ended up modifying it with two bending in the front and one in the back. Here are some basic deform tests with an awful rig. Let me know if any changes are needed before commiting for serious rigging. -
I'm receiving errors when trying to get it in-game and trying to import to blender. I forgot to tell you that you should remove all materials and effects from the mesh and remove any lights, camera etc. I think that's the problem. I should have mention that before, sorry
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You can zip it with the texture and post it here. The model should be in collada (.dae) format and the texture in .png or .dds. The faces should be triangulated (no quads or ngons) and the mesh should be only one object. I'm not sure if max exporter handles the same way as blender does, but in blender the pivot point is determined by the origin of the scene (coords 0,0,0) This center will determine the pivot point as well as the "water plane" level. The size is hard to tell, I usually import a unit mesh or a building to get the correct scale, but that can be fixed easy after importing the mesh in-game. Last but not least, we need some playercolor parts in the mesh to know which player owns the boat. Playercolor is achieved by having some transparent parts in the texture: full transparency=100% playercolor, no transparency= 0% playercolor. We can place the playercolor in parts of the boat or in details in the sail. It's up to you
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I agree , I think it's ready to get it in-game if Ndragu is also happy with the result.
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Hey Nick! That UV distribution looks much better! The bright yellow color (interior and mast) could use some wood detail though. I made a test texture reusing the romans siege wall texture to see how it looks in the hull.
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===[COMMITTED]=== Mauryan War Elephant (and hero elephant)
Enrique replied to Mythos_Ruler's topic in Completed Art Tasks
Some progress on the elephant texture. (I can try to remove the neck-head seam cloning with blender if you think it's very noticeable) Also question, do we want both joints (red and blue) to bend the legs? or just the red ones? You can see here that they bend the lower part when walking: -
Don't worry about that! we're here to help!
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I disagree. Playing 1vs1, 2vs2 and even 3vs3 multiplayer with 200 max population is quite fun. I admit that some games (specially against AIs) could generate game-breaking lag. But if you join to IRC #0ad channel you can see that the regular player numbers is increasing each week and people is already concerned about balance, which IMO is a symptom of more people playing/enjoying the game
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Thanks Daniel! I'll try to update the actors following that example. My question about the material rock_bump_spec_ao_test.xml : Do I need a normal map in order to work? I think that some of the slabs textures do not have normal maps, that's why I was going to use just specular and ao without bump. But If the material doesn't require the normal map, I'll use that material.
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It's a bit better indeed! Since you are working on a 256x256 texture I suggest you to reuse as much texture space as you can. Some examples to explain myself: -The crate has 4 sides with the same image. You can remove 3 "duplicate" sides on the texture and that'll leave you with more space in the texture. -The deck (and the whole boat) is symmetrical horizontally (you only need half of the deck like you made in the texture) but also vertically. So you can remove half of the deck texture and use the same space for the front and back. -If you can make the same "trick" with the hull you'll save a lot of space to make the islands "bigger" and therefore, gain more texture resolution (increase texels). To resume: try to use the symmetrical nature of the boat in your advantage when making the texture. It will let you have more detailed textures (bigger UV islands) I learned this while gaining experience working here, since I didn't work in lowpoly too much until I joined I think he already did that, but he has to be careful to not pass the "water plane" or the boat will look full of water.
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Looking nice! Now just need to sharpen/increase contrast in the textures. Now it looks a little bit blurry to distinguish from the normal camera distance. Another engine limitation I didn't mention is that the textures do not "tile" if the UV islands go "beyond" texture space. I think you are using Max3D and I do not remember if this is the case with that software.but it's something to keep in mind depending on how you approach the mapping process .
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Done. I've commited the .daes with the new UV coordinates for AO and the AO textures in skins/gaia/ao But I didn't change the material on the .xml actors because I don't know how to add a specific AO map to one of the two variations that appear on the actor. The daes and AO textures are for geo_mineral_01, geo_mineral_02 and geo_stonemine_large
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That's looking better Nick! For the shake of perfection I'll ask you to lower a bit the deck or "floor" of the boat, now it looks too near to the edge of the ship. Other than that is looking great! Keep up the good work!
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===[COMMITTED]=== Mauryan Docks and Ships
Enrique replied to Mythos_Ruler's topic in Completed Art Tasks
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I just have 3 egyptian buildings modelled, they'll probably need to be "hellenized" to fit ptolemies. The problem is that some textures used are copyrighted and must be changed. But if you want the models, I can send them to you. These are the models: http://www.wildfiregames.com/forum/index.php?showtopic=14326&st=20#entry246300
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Hey Nick, The overall shape is looking good, but I think you should use more geometry. I think we could use up to 800 tris easily, so feel free to make it the hull rounder or make it more details. I made some ugly indications in paint: Red line in left picture could have some geometry to make it more interesting. Blue stripes could be actual geometry too. I made a slice of the front view, to make the hull look a bit "fatter".
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Oh I forgot to tell you the following: The engine only renders one-faced triangles, so if you want the triangle to be seen from the back (i.e. the sail) you'll have to duplicate them and invert the normals.
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For the textures, they don't need to be handpainted, but they must be licensed under CC-BY or CC-BY-SA 3.0 or from a public domain source. (or if you are the author of the texture and you want to share it with that license) Here are two sites where all the textures are licensed that way: http://texturemate.com/ http://agf81.deviantart.com/gallery/ We have permission of both sites to use them under that license. The sites are not not huge, but they have some good material to choose EDIT: 256x256 texture is ok. If you think using 256x512 you can make it look much better, then go for it. If you have downloaded the game, you can take a look to the already in-game textures if you want to use some pieces or for props or whatever
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Hey Nick! that's a very nice start! I like it I guess you can use some more geometry on the hull shape to make it rounder and make it a little bit more thick. Now It looks very thin in my opinion. Other than that... looks great. Did you make the textures yourself?
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Easy Could you indicate which ones do we need? just that last one?
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Yeah, some boxes/props as you see fit. You have some artistic freedom, as long as it follows the general lines of the references and is historic accurate Later we can even add a unit in the boat. Here are some already in-game fish boats from other civs:
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===[COMMITTED]=== Mauryan War Elephant (and hero elephant)
Enrique replied to Mythos_Ruler's topic in Completed Art Tasks
I managed to get a decent UV with very little stretching, however, I'm running low of elephant texture as you can see. Should I generate some stretching and fit the current texture? or can I modify it and make the "props" texture space smaller? -
Hello Nick, Unfortunately, that model has been already redone. We may need some variations for the statue other than the bull, but it's low priority I think. Would you like to give a try to the Mauryans fishing boat? here's a good reference of what we're looking for: http://bharatdiscove...1/15/Lothal.jpg Another thread with even more references here, but the narrow curved ships of the first picture would be perfect. If you prefer buildings, you can give a try to revamping the iberian corral or choose another thing from the Mauryans here http://www.wildfiregames.com/forum/index.php?showtopic=16901&pid=261442&st=0entry261442. It's up to you
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May be because .DDS compression type? have you tried using .PNG to see if there's any difference?
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===[COMMITTED]=== Mauryan War Elephant (and hero elephant)
Enrique replied to Mythos_Ruler's topic in Completed Art Tasks
I gave it a try for a new asian elephant mesh. It would be great to hear some input from Zaggy where he wants the edgeloops to bend the knees and such.