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Ludo38

WFG Retired
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Everything posted by Ludo38

  1. Good work Sorpico. I like it. Just one remark : the metal sounds are of very good quality but maybe as they are pretty clear and light, they sound a bit like cattle bells, which expresses the farm as much as the blacksmith. By turning the metal sound to something a bit heavier, it would surely feel more blacksmith, more "heavy hammer work".
  2. I've reworked the model : a little bonus : As you suggested, Enrique, I've added the bevel, on every blocks, which raises the faces count to 4371 ! Isn't it too much, even for a wonder ? Could you give me the faces count of the Persian hanging gardens as a comparison ? 4 questions : -For the texture, it's still my personal texture, used in basic mosaic mode. It looks good to me this way, but I guess for the game we need the texture to be UV mapped, right ? If yes, I have quite a lot of separate elements here and I imagine it's going to be rather messy to manage in the UV mapping window... What do you think ? What technique do you suggest for the seams and the setting of the texture for so many separate meshes ? Oh, and the exterior circle of my Stonehenge is an array of one row, so, for now, I can't apply customizations on these stones. They are all the same. Next step, I apply the array for good and will make some random profiles to those stones. -As requested for topological reasons of the game, I have to make the mass of the structure go deep in the ground. How much should I count under the ground ? The equivalent of 2 meters ? -I'd love to import a wonder from the game, but I didn't found the folder where are the files in the svn on my computer. Can you guide me? Does the file include the texture image in itself or is it separated? -For this structure, do I need to make a ground (soil, grass...) mesh/texture, or do I just make the stones ? Sorry, lots of questions!
  3. Actually I'd like to try some detail work myself. I have time this week and will come back very soon with an improved model. What is the faces count limit for the Wonders ?
  4. Hey, Funny because one of my few Blender models is Stonehenge! I modeled it in april, following actual dimensions, and here it is, from 2 renders I have on Deviantart : Here's the link to my DeviantArt Blender gallery where I displayed this model among others. And I just now tried a basic simplified version (I removed the bevel and the smooth), which leads us to a count of 1030 faces : On the stones shapes, there are improvements to be done. This model is very basic, the vertical stones need some slope to look better. For the texture, it's my homemade texture from actual Stonehenge photos I shot when I was on site two years ago. The place is fabulous, though very touristic. I must say I didn't touch Blender for more than 3 months. I'm gonna need some restart on shortcuts and settings. Let me know if this model fits the need and if yes, how I should go further the best way.
  5. The blacksmith is a delight. And generally, I love how beautiful looks the Persian civ of 0 A.D.
  6. Lordgood, so cool to see some Blender work coming from you. That first attempt looks really good for a new Blenderer.
  7. Enrique, great work on this one, I love it. As Plumo I notice the door looking too flat.
  8. Sweet ! I love it, and the chimney design is very cool. Just one suggestion : instead of the timber boxes on the ground under the shadow, I'd rather see metal objects such as weapons or else, on a table.
  9. Very impressive work LordGood ! You definitely master the making of unit icons !! They are all very well crafted! The only one that I don't imagine fitting in the look of 0 A.D. is the woman. Here pose and drawing style makes it look very "Disney" or "Cartoon", not so adapted to the game I think. I'd rather see a more neutral stand of her body, something more realistic and simple.
  10. I like it a lot, but to perfect it, I think the fire should be more present, more visible, to stress up the idea of "blacksmith".
  11. That feels like the perfect blacksmith. Congratulations Enrique.
  12. Enrique, I love your Celts blacksmiths. Contrary to the previous blacksmiths, here I have nothing to criticize. Superb work.
  13. Ah, it's much better, yes. Mmm, If you don't mind some more comment : -the masonry texture of the chimney, I'm not sure it is a good choice. I'd rather choose an classic orthogonal masonry, not a "random" one. -the tiled floor seems unadapted to the place, probably too fragile for the heavy work of a blacksmith. I'd more see some large stone slabs. -I also wonder about the second level, feeling like a house, almost a house of nowadays, which kind of breaks the feel of ancient architecture... Well, maybe it works... -the frame around the big opening on the right wing looks (for now) a bit too thin and stone-textured. It probably should be a piece of timber. Out of that, it now has a real blacksmith look.
  14. Superb work Micket and Enrique. Thanks.
  15. A few comments on the two models : -On the Iberian version, the chimney masonry is shining, which looks unrealistic to me. Chimney should feel rough and dirty, not shiny. -On the Roman version, I find the tiled terrace very out of place, not working at all with the rest of the building. Also the two vaults on the left, for now look too clean and "plastic". Generally, I imagine blacksmiths as pretty rough constructions, looking very different than houses, with a utilitarian and steady feel. So, the Iberian works very well for me, while the Roman needs to be rethinked in term of architecture (maybe less windows, less nice roofs and arches).
  16. I like your production Micket, model and texture. Cool contribution!
  17. Waow, very good work Micket! I didn't expct gorillas in 0 A.D. but why not! Can't wait to see how it would like with some more work on the texture. The base is good but still missing harmony between the various parts of the body.
  18. darn, this is soooo excellent Enrique! Great process and great result, I love those shields. Blender + Gimp : sweet potential indeed.
  19. Excellent work Enrique. Just one thing : personally, I'd imagine a lighter tone for the walls. Here they feel a little dark and dirty. And can you show the models on a sandy ground ? To feel more like Egypt !
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