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Enrique

WFG Retired
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Everything posted by Enrique

  1. Nice texturing, good work The only thing that looks a little off to me are the gateway arches size. They look too big, other than that... it's looking gorgeous
  2. I tried to keep the faces as square as possible (so they deform better when animating). I did have it looking a lot better but that was nearly double the poly count. This also meant I had to take the extra edge loops off the ankles/wrists, but I don't think they will be needed (I've seem some rigs that only go to the knee/elbow). I would upload the DAE file but not sure how to (that "My Media" thing doesn't seem to do anything). I will upload the female orthos later in the week when I have more time. DAE extension is not allowed IIRC, but just zip the model and post it, through "More Reply Options" menu. Looks like a very nice shoulder topology . I think you should add the extra loop for the hands. I want to take a look and UV map it . Do you mind to make a female mesh or refine this one to a female one
  3. @Josh The hull needs thickness. Also keep in mind that the engine doesn't render backside normals. Therefore, things like the sail should have another set of faces with their normals flipped. try to add it a rope or a crate @LordGood Great design, as always Can't wait to see it detailed
  4. Whoa LordGood, nice design! I also think the hut on the left side don't fit well, but I like the "two level" yard surrounded by walls. Very nice work so far.
  5. Don't worry, just point us where are the texture seams problems and we'll fix them before commiting it
  6. Very nice work so far, man! keep it up! I like that last one (the one with the brown bricks,not white paint). The decoration part could use stone texture supporting the roof, and use that decoration part on the inner semicircle area, to make easier for the eye to separate the roof.
  7. I like your defense tower design of the previous page. how much is the triangle count? Do you want to texture them?
  8. Barracks concept (It's just a concept, not final or chosen design)
  9. You can use "maur_struct.png" and "maur_struct_b.png" from here to texture it EDIT: Here's how I thought the main colors would be:
  10. This is going to sound strange... but I would open those legs and make them thicker xD I don't know how well will bend until I test the armature with that topology.
  11. ok, no problem. Post the .DAE file in a zip here on the forum and simply jump to the next model, or if you want, you could make 2 chariot variation, for veteran and elite units (this one you made could be for normal units). Each one should have more "aggresive details" look ^^
  12. Hey LordGood, very nice models! Those walls are looking very nice! Are you able to import .DAE game files into your 3D program? It's the fastest way to make the wall segments in their correct length and size (they should extend "below ground plane"). You can also find the mauryan texture from the game and map the walls. If you work in blender, I can post you the blend file for the tower/mauryan modules I made. Otherwise, I'll find some time to export all I got into .daes or another format you could use. The main problem with the mauryans are the detailed "arches" wich can raise the triangle count a lot, that's why I tried to make some modules to keep them low poly and have the same style but with color variety.
  13. Wow, I really like this set of designs! Downloading now. Nice work Lion!
  14. I did almost "random" sketching buildings in order to test the texture I was making for non-fancy buildings. (for fancy buildings, team member Eggbird already did one, currently used by his awesome Civic Centre) But I wasn't aiming for specific structures roles. I should start finishing propping and commiting the buildings I already have, but I've been busy making Mauryan props, and buildings rubbles. You can work on it if you have a better design idea, suggest changes, or if you prefer I can post what I have done so far on the defense tower and refine the design, your choice
  15. Here's another elephant sound . It's not awesome but it's CC-BY-SA 3.0 http://soundbible.com/1140-Elephant.html#Elephant Sound
  16. Which material is specified in your actor .xml? I think you should use this one: <material>player_trans_parallax_spec.xml</material> to get the shaders working EDIT: Also make sure to use this settings on your default.cfg file in 0AD\binaries\data\config\ preferglsl = true gentangents = true materialmgr.quality = 10.0
  17. I think the problem is that you have to export the props with the "center" of the object matching the origin coordinates (0,0,0) of the scene, this way the object will be spawned with it's center at the prop point.
  18. Nice designs! You know what to do Post them and we'll get them ingame
  19. Mythos made threads for the available structures to make. Just choose one and post your progress on the thread
  20. That chariot looks awesome AlxCruel!! nicely done You don't need to make the horses, but you'll have to add a helper/empty/null object where the horses should go in order to add them later. And I think more empty objects will be needed for the units to stand on the back but I'm not 100% sure. I guess you can post your progress on the chariot here http://www.wildfireg...showtopic=16699 Do you want to try making the chariot textures? Did you imported any mesh from the game to have an scale reference?
  21. Yes, those images were my work examples from my 3D artist application. It's an unfinished project. The goal was to have all walls with egyptian murals and such, but I abandoned the project to keep learning making other things. It was easy to make a lowpoly version of the temple for 0AD Rendered with blender internal. The guy in the second image is not mine, I borrowed it from blendswap .
  22. The way I searched was entering Egyptian god's names and some of them had even transparent background which is quite convenient for texture creation But not all of them were in public domain. I also looked for some kind of filter like you said but failed at finding something like that
  23. When Mauryans are finished, I'll work on bring Egyptians (Ptolemies) into the game just for pleasure (I already have some half-finished textures). Even If is not a main faction, like a mini-faction (if there's no problem about it) Oshron if you want to start working on it, just searching for some Egyptian gods images/hieroglyphs but with CC-BY-SA 3.0 or public domain images will boost the texture process creation. (I think there are nice public domain images of Egyptian gods in wikipedia) This idea was on my mind even before joining WFG officially
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