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Everything posted by Ludo38
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Enrique, you rule in both modeling and texturing! This temple is just perfect. Expect very soon some Ludo38's requests for Blender advices !!
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Did you made these pictures Enrique ? They are very impressive!! The temple seen from above is especially gorgeous.
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Waow, that was a cool find ! I love Wikimedia Commons. It's full of all sorts of pictures, including svg and png. I've often used maps and symbols found out there.
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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..
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Thank you Enrique for the teaching ! So, yes, the elephant here has a very apparent spec ! It looks good. Normal map is impressive as a technique ! On the Wikipedia link you gave me, the example with the statue is ultra convincing ! What a gain of polygons!
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Cool. Another cool stuff from Myconid then. I guess it's not yet implemented in the game but soon will, right? The other plants in the picture look great too. darn, this game is awesome... The elephant texture is impressive too. I'm beginner in 3D language. What do you call "spec" ? Is it a way to give "relief" to a texture ?..
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@Mythos_Ruler : Very good work on the female warriors ! I would just have the shoulders looking less skinny. A question about the flora on this picture : is it all grass and plants that are already included in the game ?.. I feel I haven't yet seen all this flora. Looks great!
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Myconid, thank you for everything. I am very excited with the potential of deffered lightning. May it turn out working well and not too hard to bring to the game! I recently joined WFG for very similar reasons as you (the awesomeness of open-source and collective projects). This game calls the best of us...
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-Can you try it with colors like on the Enrique's picture ? especially : dark brown for the timber. -Also, what do you think of simplifying the roof top to have lees polygons ? -Also, I am thinking that the gate takes too much space. Having it cut in two pieces instead of one large would surely work better. With that fixed, the model starts to be rather good for me. I'm curious to see it textured for the game.
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-I meant coloring in Sketchup, so, no need to access to 0AD for that. -I talked about rope but without meaning that it as to be modelized. I was just imagining the use of the building in a real life. That good like that. The pyramid looks good. Just need to check if it works well with the Mauryan style. A cube would save polygons, so maybe that'd be better. -I imagined a pile of straw roughly layed on the ground, under the shelter maybe (without box).
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Hi Josh, Good try ! Here are some ideas I have for you : -first, to help visualizing your building, you could give it some rough colors inspired by the picture from Enrique (below), even if the model will be texturized differently in the end. Just to help seeing it well. -Like Enrique, I think the roof setting can be improved. Maybe just adding an horizontal beam (about the size of the pillars) would feel good. Such horizontal piece of timber could serve to hang various tools, ropes, etc, being not only structural but convenient for the use of the corral. -It could be good to include the fence gate (opened), maybe introduced at its sides by 2 small and simple decorative elements (cube, pyramid, cone ?) on left and right as you pass the gate. Again, the kind of detail where a rope could be tied in the real life -I'd very well see a big pile of straw in a corner, out of the boxes you already made. -I think you can save polygons by making the small horizontal parts of the fence simpler (basic triangle or square section). Same remark for the roof cover, that have various useless very thin polygons.
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Welcome Alevyr !
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Valve Linux Steam Client Beta Application
Ludo38 replied to zoot's topic in Introductions & Off-Topic Discussion
The question is : does Steam accept Alpha (or Beta) games ? -
Animator application - Marc Hodgson (Khopesh)
Ludo38 replied to Khopesh's topic in Applications and Contributions
Hi Marc ! Welcome here. Animators are darn useful ! -
Alpha XII Name Suggestions
Ludo38 replied to Thorfinn the Shallow Minded's topic in General Discussion
I agree for evoking Maurya, so my favourite names are Lakshmi and Lumbini. -
"Best Physics engine on a video game!"
Ludo38 replied to Pedro Falcão's topic in Introductions & Off-Topic Discussion
This stuff is crazy !!! Very weird style, expected from 9GAG ! -
I say "patience" because we have to wait for Gameolith to fix their website before they include 0AD in their pages. In a few days it should be done.
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Que barbaro ! Superb work Enrique. I didn't expected something so cool. I agree with Mythos about the well. I also personally would break the columns of the fifth example (greek town center ?..) a little more. Question : is there, or shouldn't there be the possibility in the game to gather stone/wood/metal from the ruins of buildings ? Well, most of it is destroyed, but at least stone is most of the time reusable. The thing with that is that materials are usually gathered by villagers, and they usually are far from the battlefield where soldiers destroy enemy buildings, so they couldn't bring back the materials easily... but well, just a thought...
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Thanks for the teaching I guessed it was that, but I haven't played enough to notice that it's always here actually.
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Gen.Kenobi, congratulations for your rocks ! They are very good. (I particulary love the ones in the previous pages) However I'd like to say that on this picture, I find the finger-shape (the white rocks) exagerated, looking a bit too fantasy, too strange for 0AD. Maybe just making those "fingers" shorter would already look more realistic. And also (but I don't see clearly on this pic), the darker ones look a bit too much like towers or piles of rocks that we don't really see in nature. Most of the time in nature, the mass is larger at the bottom than above. Arches and "tables" do exist in nature, but I believe they would look more eroded (maybe a softer texture...) or feeling a bit different.. Well, my comment comes very late in this thread (the last comment here was 21 august) so, no worries if it's too late to change those details. I just thought I should point them.
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Waow, that scene looks great ! Thanks. A question : what is this colored curve line we see sometimes on screenshots ? And how do we make it appear ?.. (I'm very new on this game )
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How do you do that ? I'm very interested !
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HI Brynn! I congratulated you on Vimeo about your videos, but I do it again here. Seriously, your tutorial video is very class work. I can't wait to see more video from you! And I know I will learn about gameplay, because I play rarely. As someone else here, you taught me the Follow option! On Vimeo I also saw your environments videos. Beautifully made too. Congratulations!
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Waow, that last rock picture you sent is just perfect! OK then for the texture issue, fine.
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Thanks Jeru for the update on Gameolith. Patience.