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Enrique

WFG Retired
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Posts posted by Enrique

  1. OK, here's my attempt at 576 tris.

    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 :D.

    Do you mind to make a female mesh or refine this one to a female one :D

  2. I pulled absolutely no historical anymcdoohickies out of anywhere for this, Im just going off of the style of my last projects. Enrique your's is much more well modelled, but it looks a little too... 'happy' in my opinion. I have no idea how to make a Mauryan building look 'strong' so I just threw in some wall crenellations

    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. :)

  3. 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.

  4. Hi, sorry.

    I'll try to scale and add helper objects tomorrow. Textures are my achilles' heel. I can made geometry, UVW mapping, rig mesh to skeleton. But texture will be to horrible.

    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 ^^

  5. 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.

  6. 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 ;)

  7. 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

  8. Hi, guys.

    Thank you for your time, I'm sure that implementing turret will benefit not only my game but future 0 A.D. moders. Either way, came back with new complaint: linked helpers to the main part (the hull), exported both (hull and helpers) as the model for the main actor. Exported turret and tracks without helpers. Surpsingly, it worked, but the attachment's positions seem to be totally independent from the prop's positions. No matter how I move the props in the hull's dae, nothing changes. What to do?

    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.

  9. 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?

  10. 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 :P.

  11. On Wikimedia Commons indeed there is a lot to find in public domain, definitely a key source for us. I just wonder : does anybody know if in Wikimedia Commons you can search pictures with a filter to "public domaine only", something like that ? That would make the research way faster. The other day I found a few good Babylon reference photos, but in the middle of dozens non public domain pictures, and the search was pretty long without any possibility to filter..

    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

  12. just out of curiosity, would anyone mind if i adapted some units and structures from this into my own mod idea? it also includes the Egyptians, but is dated to only the New Kingdom (the height of independent Ancient Egyptian power) and would also be encompassing their mythology as part of the civilization

    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 :P

    post-13528-0-33660700-1351697217_thumb.j

    post-13528-0-88361800-1351697226_thumb.j

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