Jump to content

Josh

WFG Retired
  • Posts

    396
  • Joined

  • Last visited

  • Days Won

    7

Posts posted by Josh

  1. It looks nice overall, but it feels generic. I mean, that design could fit in any faction.

    I think you should reconsider to change the hull shape to something like this curved ones suggested by Mythos: http://bharatdiscove...1/15/Lothal.jpg

    If you take a closer look to the references gathered on this thread, it looks like the curved hull ("U" shape) is common in all of them with horizontal stripes or "reinforcements". Like this other one from lilstewie: http://www.wildfireg...=20#entry254883

    We will also need a wider planks texture from side to side of the hull. And horizontal reinforcements could be done with geometry for more detail.

    Well not to disprove you or anything, but the city depicted in the first source was abandoned in 1900 BC according to Wikipedia and the second source depicts a row boat not a sail boat. But I do like your idea of the striped-looking reinforcement and I'll see if I can add something similar. Thanks for your input it helps significantly!

  2. @ Josh : that's ok for me. The hull could be a little bit more U shaped, but that will be alright for that boat I think.

    Can you change your edge style settings in Sketchup ? Those stressed vertices are uncomfortable to fully enjoy your model.

    There might be some tips about that here : http://www.dummies.c...sketchup-8.html

    Also, to make the thread more visual, can you use the image button to insert your picture, instead of a link ? (unless you prefer it like that, of course)

    Of wow, thanks for that link, I was oblivious of the styles window. It's now been changed so it looks much better. Also on inserting the pictures, I guess I could do that but then I have to upload the files to another host (unfortunately my website host is down for the moment so I'll add them as an attachment again).

    Here's another picture (FYI the floor isn't finished and I need to add the crates and seat again):

    post-14700-0-06302200-1354035984_thumb.p

  3. Josh, I think you need to change the hull shape. Judging by the screenshot taken from the right, I think the waterplane will intersect with the hull and the ship will look full of water.

    From the same screenshot I can tell that the curvature of the ship (the part that is inside the water) doesn't seem to be "floating" in a realistic way. (there's very little part of the ship underwater, which would make it very unstable)

    Also I would like you to work more on the bird head (polygons and texture), or discard it. I don't think a fishing boat would have many decorations like that one. Maybe you can add more overall small details and decorations (even on the texture) to make it look more interesting.

    Do you think you could see if you could come up with a good texture for the peacock head? I tried to by modifying the peacock texture and it looked absolutely terrible. :P

    I had been unclear that the water table extends inside boats, now I understand everyone's comments on the hull shape and depth. I'll try to redesign the hull today if I have time (the hull has been way overdue for a re-build anyway ;) ).

    I attached the current texture, if you see any improvements that could be done please do them. :)

    post-14700-0-78744600-1353249435_thumb.p

  4. Something in this direction? =)

    WzjJe.png

    Some informations:

    The model with the pillars got 19.500 Polys.

    without pillars 1650 polys

    Looks nice! To keep the polygon count low and to keep the pillars, try using cylinders with less faces. For example, instead of a 12 faced cylinder use a 6 faced cylinder. We can do this because when zoomed out, a 6 faced cylinder is indistinguishable from a 12 faced cylinder.

  5. Well, now that I got a look at the model in Sketchup I can see the source of some of the problems, you have more than one texture mapped. The 0AD engine only reliably allows one texture per entity so things like the shields can be separated as props but the rest of the structure should use only one texture. In Sketchup this means only having one material and positioning it differently on each face.

    So the solution would be for you or someone else to re-texture the structure.

    Another unrelated thing I noticed was the detail is supurb, but I think some of it needs to be sacrificed to reduce the triangle count.

    Thank you so much for your help with these models LordGood and I hope we can get this all straitened out and get the models in-game.

    Also if anyone wants a .max file or some other format from 3DS' exporter I can get it for them.

  6. Just a question that has been bugging me.

    You're using sketchup, right, LordGood? Your models and texturing are looking great, however my main concern is about UVW Maps. I don't know if Sketchup creates UVW maps or if you're using that old sketchup texturing method to paint the faces with the texture. (I could be wrong, since it's been years when I last fired up Sketchup.)

    In order to import models ingame, it must have an UVW map - I guess you know that :P

    And I'm afraid we wont be able see such awesome work - the way it is right now - ingame. :(

    Well I've previously looked into what your saying, and when painting and positioning the texture onto the face Sketchup writes that face's address(?) into the UVW map which is invisible to the Sketchup user but exports into 3DS Max. Basically, I think I should be able to convert his Sketchup files to mapped DAEs as long as he is only using one material in Sketchup.

  7. Posted on twitter, but I also wanted to register since I really appreciate the work that's going into 0AD.

    As much as I can appreciate wanting 0AD to run on older hardware, I would vote to abandon older video cards (specifically).

    This project represents a lot more in the big picture, and I'd really love to see this game succeed in the (very) long-term.

    Thanks and keep up the great work!

    I really agree with you. Since the pyrogenesis engine is being built for long term use and such broad scope, I think removing the fixed function pipeline is not a matter of if, but when.

×
×
  • Create New...