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Enrique

WFG Retired
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Everything posted by Enrique

  1. I stand of my suggestion of Virtus and I'll add the following suggestions: (sorry all Latin) -Venustas : loveliness, charm, attractiveness, beauty -Verus : true, real, proper, right -Vexillum : flag, banner, standard / troop, company, small unit. -Vigor : vigor, liveliness. -Vivificus : live-giving, life-restoring
  2. Incredible explanation effort. Mini-factions were thought to be non-selectable civs that would be in some scenarios/maps and they would be capturable for unit recruitment and some bonuses. We called them "mini" since they wouldn't need a full set of units and buildings as an standard playable civilization. You can think of them as capturable camps with IA controlling it until any players comes and takes control.
  3. Stan is correct, I just took the CC0 statue high-poly mesh and made a lowpoly version. Then baked maps and made the textures. Good results with minimal effort IMO.
  4. It's okay Lion, don't worry. It's just that sometimes it looks like you feel compelled to comment on a thread even though your reply does not clarify or help understanding the topic at hand. This is prone to confuse people, specially newcomers. (like the "Double typo" comment on another Julian's bug report thread). Just pointing out that spending 3 or 4 more minutes on the reply could help a lot. Ontopic: We could create a list with buildings that need the foundation extension so they can be add to the art task dev tracking list.
  5. Hi Julián, Since Lion didn't want to spend 5 minutes in his post to explain the issue I'll comment on it. Here's the problem: Large structures are able to be constructed on uneven terrain and the origin point of the structure (center point) ends up being higher or lower than the perimeter in relation with the terrain. This issue is much less noticeable on smaller footprint buildings. The team thought about the possibility to flatten the terrain when the foundation of the building was placed to start constructing, but it was too easy to exploit this mechanic to make non-walkable dead ends for units and was thought to be too impredictable to mange it. The solution that was adopted was to "extend" the structure geometry further into the ground to avoid the floatiness as much as possible. However there are still some buildings that do not extend enough further into the terrain. The examples you pointed out in your post are very good ones since these buildings (except the parthenon) are very commonly used, so they'll have to be worked on.
  6. The lack of lighting in the image and the over-use of the same texture tone over the whole model makes it impossible to read its forms. I know the form it has because I've seen the concept, but seeing these renders it's so hard to know what is happening. I also think everything in the roofs is too thick.
  7. That looks good enough! Good work. Maybe tone down the saturation a bit. Easy fix. Is it rigged? Or the wheels are able to rotate at least?
  8. I don't think the plaster should start so high up in the dome, just a few lines of bricks or the dark brown relief strip so it doesn't ends so abruptly in the base. You should aim to make it as epic and visually pleasing as possible.
  9. Try to use plaster in the other portions of the walls too and like LordGood say, use stripes of the current texture at the base of the dome for example. The top thing could use gold texture too. It's a wonder, so let's ornate it accordingly.
  10. Hmm sorry, you're right. I keep seeing the old variation each time I check Carthague's sandbox map and that temple always strike me as out of place. And yes, Carthague's market could use an upgrade.
  11. Please do, Julián. Also feel free if you can improve any other art area with your concepts like building variations which are already in-game, ruins or any other 3D asset that you may think it could be interesting to add to the project. The Carthage's temple need some improvement too, if you want to try your hand at that. Feel free to open a thread titled ==[TASK]== Carthage Temple on the official tasks forums if you're interested in going for the concept.
  12. You should add some lighting to your previews Stan. (other than the ambient HDR? lighting) Very nice decorations. I like them a lot. Feel free to ornate the structure even more and use more white plaster and gold stuff around. Make it pretty and wonderish.
  13. Hey! looks great! good job. I'd drop the tower though. It's a good touch to have the tower siege engine of macedonians represented in the structure but I feel like it would obstruct the vision of quite a big part of the structure. Regarding admission: the art department is completely open now. We openly accept contributions from everyone that has talent and wants to contribute with any 2D or 3D art asset to the project (with the author inclusion in the game credits of course) "Applications" are barely used for a long time, but it's a nice place to make yourself known to the community as a newcomer and to show the skills you posses. Since the art department became open, the team would offer a place on the official team to contributors who are constant on the participation of the growth of the project, have a good grasp of how the engine works, a good sense of the art direction, being able to accept critiques and work over them, and basically demonstrate that are capable of being productive independently (minimal input required). This is because we care so much about the project and becoming a team member results in having the rights to commit files to the main game repository.
  14. The lighting, terrain textures, water and details.... this is is my favorite so far. Awesome work man. Keep it up.
  15. nah, don't worry Lion. I totally forgot GIMP is capable of opening .psd
  16. Stan... Can you hide them? modify the layers separately? can you check if there are any layers that are set as non-visible? or do you get the final composite result of the layers as they were saved? Edit: @Lion.Kanzen not sure the resolution on the .psd ... Loading it from blender and the image you posted earlier it looks like it is a 512x512 texure, although the source file of the thureos template was 128x128 if I remember correctly. It is a good practice to downscale the vector or layers that you are modifying instead of increasing the resolution of the lower-res layers you're working with. This is because when you downscale again the layers, the lower resolution ones might get blurrier than they were before upscaling-downscaling. Not sure if I explained myself correctly.
  17. but you lose all transparency information, plus can't work with layers...
  18. They could be committed. Unfortunately, I do not longer have photoshop installed in my PC so I can't work with .psd anymore
  19. I think that what Stan means is that the silhouette of the anchor is too smooth, too perfect. Like it is clearly a vector "pasted" on top of it. Some imperfections around the form of chipped paint and some small variance of white paint intensity may do the trick.
  20. The siege workshop is an exclusive building for Macedonians. "official" concept art is really, really old and several of the concepts ended up being replaced by other contributors' structures that fit better. I attached the concept art of the siege workshop, but I don't really like it. It's a big incovenience that you aren't able to open Atlas. (can be found in 0AD/binearies/sytem/ ) since I think it is the best way to check the civilization art direction and features. ----------------------------------------------------------------------- If you prefer jumping to modelling directly without having to think on a concept for the macedonian siege workshop I can suggest you another task: remodelling the roman market. I think the current model is good and has nice details, but the structure is too big, which makes it hard to find space for it in several maps. Ideally it would be great to have something similar to it, but smaller. You can import the current model into the 3D software that you use and modify the asset there. I'll leave you here screens of the different markets comparison of the civs in the game so you can see it is too big, a detail shot of the current structure and the original concept art that was based on (see spoiler below). So it's your choice if you prefer working on the concept/model of the workshop or try your hand at modifying the roman market to be smaller. I can point you to the files of the roman market for you to import into your software if it is your choice.
  21. No activity in one month, no model was attached, we have some screenshots of what he was working on, but sadly nothing on our hands. I'd like to see Julián's take on the siege workshop and have Ketu's as variation if he comes back and finishes it.
  22. Hey Julián! welcome to the community!! Nice to see another spanish member hehe. Quite impresive résumé!! Lots of good stuff there. From your portfolio I'll suggest you starting with sketching the macedonian siege workshop. We're currently using a placeholder structure and we need a good concept for the siege workshop building. After you get a good concept you can move to the modelling as you see fit. The textures are already done (each civilization uses a shared set of textures (normally one or two 1024* maps) so you just have to worry about making a good concept and the model. Feel free to take inspiration from AOE series (as you can see 0AD has several traits of AOE since it started as a mod once upon a time) and also feel free to post any work in progress to get feedback from the team and the community. There are many members who are more versed historically than me for accuracy If you haven't already, please check the Atlas Editor (map editor of the game) where you can find all the art assets ingame if you want to check closely the macedonian building set to get also the current art direction of the civilization. You can also check the type of units that would be created in that building, so you can make the concept accordingly (siege lithobolos, siege oxybeles, siege ram) Feel free to ask any questions you may have along the way as well as to request help with research or references here in the forums. Regarding the models/3D stuff I can help you out with how the 0AD engine works and suggestions. About 3D packages I can only help with Blender3D as is my expertise area. Have fun here! looking forward to your contributions!
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