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Enrique

WFG Retired
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Everything posted by Enrique

  1. There's the art SVN repo, but honestly, I don't know how to handle it. I have browse permission in track to the art folder that I think it's the same. Erik helped me with the access
  2. Really awesome! as usual You could put "half doors" for the elephants to stick out the head from those doorways. And maybe some tables/forniture on the outside with elephants' props/seats?
  3. lol, Don't think so. It's a copy-paste from different textures already in-game with some colors adjusted xD
  4. Here's a very basic texture I made at work. Upgrade it as you see fit
  5. Yes I can. I'll post the modified texture here soon, I can't commit to SVN right now. But I suggest you to map it directly to it's own texture first, so you'll don't have to map it twice (since for me, the UV mapping is the most time-consuming task). I'll still add the fish texture, it'll come in handy when making the market props and the docks I'll try to post a new texture for your fishing boat, but not sure if I'll have enough time ^^
  6. I'm not saying to get rid of them, just changing the position of those details, or the roof size i.e. look at the sample of the settlers image, where the props aren't under the roof, so we're be able to see it from top-down view.
  7. Yes, they're final (unless someone wants to improve the second texture "maur_struct_b") You can use them, but I think for the boat we'll need it's own texture 512*256 or so, separated from the structures to look good (and for the sail texture also)
  8. Nice work! That door seems a bit off scale, and I'm afraid that the chimney and props around wouldn't be very visible from the normal camera angle/position when playing because of the position under the roof, otherwise the design is looking good, keep improving it
  9. With such nice modelling skills you should consider switching to Maya, Blender or Max. If not for the modelling (wich probably you would get better once you learn the UI) at least for the texturing part. But I'm speaking without any Sketchup knowledge, just the information I read. Also, if you are happy with any model you have already do, you can post it here, and we can fix seams issues with your permission
  10. Considering their superiority on siege and metal working this idea sounds brilliant!
  11. lovely progress. Both variations look awesome Don't know how it's done in sketchup, but the UV mapping in the roof texture has a seam for each face. We have to get rid of those seams. Also, have you considered texturing as wood or other color at least one of the two segments under the roofs? Roof texture is very predominant IMO
  12. Ctrl+A => "Apply location/rotation/scale" may be helpful
  13. Amazing work LordGood, very high quality. I like your style
  14. Testing so far, this is what I get: This is the test "jumping" animation from dude_5_IK from this post: http://www.wildfiregames.com/forum/index.php?showtopic=15552&st=240#entry247587 What I did: - Removed the head mesh - Set the IK bones to FK (using sliders when selecting the IK bones) - Bake the animation (space bar, type bake action) - Select the armature and the body mesh and export - Changed .xml from gaul_slinger_a so the melee animation points to the test animation exported. The only thing positive was to import the animation again in blender, the bones rotation are messed up but the animation plays correctly and the keyframes are there. Anyone knows if I'm doing something wrong? Did someone get further than this?
  15. Omg, nobody told me that I forgot Iberians!!!!! These cc rubbles are already commited and should be working on SVN. I changed the greek one as requested. Iberian cc rubble coming soon ^^
  16. Some further UV tweaks and I made the forearm a little bit shorter (looked too long IMO) If there's no more objections, should I start making the rest of unit models? or we should try if we can make this model work with the old rig first?
  17. Don't be sad, those pillars are easy to do with existing meshes already in-game (done with Eggbird lions) It just need the round base for the lions. (Maybe it's an optical illusion but I think that there are 3 lions instead of 4 in those pictures you posted)
  18. Awesome! Very fast modelling I must say The critical part of making the wonder is not making it bigger than needed I suggest to import the big pyramid that is already in-game to have a "perimeter" of how big the building can be. Keep those awesome models coming!
  19. Posting for Amish to fix the hands, and I'll try to fix that shoulders, but I'm not sure if I'll be able to straighten more those shoulders due to topology. It also happened that when trying to fix those shoulder armors further, the other unit textures looked a bit weird. But I'll do my best. base_male_UVunwrap.zip
  20. I like all of them! I like the center one but looks less interesting than the other two. Why don't add a shorter version of the module you deleted from the previous design? If you start the wall from there the courtyard would be rectangular and a bit bigger and would help with the "closed" look it has now.
  21. @LordGood Nice progress! looking good! Changing the texture on the prominent perimeter under the roof would help to the eye understand where the roof ends. Also, if the polycount permits and it's not very high now, you can try making the wood floor planks actual geometry. Texture for planks if you want to try here I think it looked better with the front arch covered, but that's personal preference @Josh Nice! I wouldn't mind if the peacock head was a little bigger Do you think the interior of the hull should have two horizontal planks to sit there or full deck?
  22. Done, looks better now maybe not short enough? More corrections please
  23. This is my best attempt so far. Two things: -Textures are mirrored at the moment. -I had to add an edgeloop on the thigh due to how the current textures are aligned, but I still getting that ugly seam. I think it will look better on the "short tunic" version.
  24. I wish blender had the ability to leave the UVs intact when removing edgeloops :/ @ Josh: You can try making it fairly high-poly (I mean, model without worrying about the triangle count) and remove details/polygons once you have finished if the count is too high. If you are loosing "needed" detail removing them, try to use the texture to fake that detail.
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