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Khopesh

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Posts posted by Khopesh

  1. Much better! And best of all, you have extra edge loops for the elbow/knee joints! :wub:

    If the poly-limit allows for it, could you do the same for the ankle, wrist, and torso (see below). This will help greatly for skinning and animating. Thanks. :D

    dety6edit.png

  2. Here are a few orthographic shots. It's really hard to find any good photo-reference ones but I think these are pretty good (we use these at my uni).

    Looking at these and the model above, I'd say the torso is too far back (making the centre of gravity wrong and the character would be off-balance). The upper legs are too narrow (from the front and side views), and they should be positioned a little further forwards (so the butt stands out a bit more).

    Also, when modelling the hand it's usually best to have it palm-down (rather than forwards). But in an RTS game with low poly characters, it might be best just to model the hand in a gripping position. All the fingers are usually one mesh (like a mitt - although some have the index finger separate if needed).

    And finally, it's good practice for the edge loops to follow the curvature of the muscles where possible. This makes it easy to skin the character and makes it look more natural at a lower poly count.

    torso003.jpgtorso002.jpgback001f.jpg

    leg004.jpgleg003.jpg

    arm004i.jpgarm002.jpg

    arm003.jpgarm001.jpg

    anatomymaleorthos.jpg

    bobpg.jpg

    loomis13m.jpg

    http://img21.imageshack.us/img21/4930/steveprofileref.jpg

  3. Multiple archers per elephant is for the "Cavalry Archer" unit. The War Elephant is pretty much just for siege ability, unless we get passive attacks, then we can add an archer.

    So some elephants will attack, while others will just use the mounted archers to attack?

    I guess the archers can just use the standard biped attack animations, but I will still need to animate an elephant attacking.

  4. So would this be a ranged unit (bow/javelin)? Or does it have both ranged and melee attack?

    Also, would it be possible to the programmers to make the archer face in the direction they were firing, while the rest of the chariot continues to face the way it was. The same question would apply to other mounted units (having them aim towards a specific target without having to rotate the mount too).

    This way we could have mounted archers firing and moving at the same time (that is if you want that in game).

    I think that in the AoE games (even the newer ones) they just rotate the whole unit and always have the unit firing forwards from a standing position. It's a lot easier doing it this way, but doesn't look as natural.

  5. Would it not be best to use orthographics shot of real humans as reference? Once you have the basic shape you can take some liberties with it and adjust it to your needs.

    Also, if possible could you post a pic with the mesh (edge loops) so I can get an idea of how things are going to go for skinning the rig (as well as an idea of poly count). Thanks. :D

  6. Regarding the collada (.dae) format, you may try to import any of the currently used animations in-game to see if you can open them in Maya.

    You can find the animations for the different unit types/rigs here: http://svn.wildfireg.../art/animation/

    Am I actually allowed to use Maya? I was under the impression we were to use only free software that doesn't require a licence, lke Blender or GIMP.

    I only have a student copy of Maya at the moment which will probably run out at the end of the year anyway.

  7. -If we are aiming for a new unit mesh and rig revamp, that means that the rig could have more bones/different bone hierarchy and naming?

    Having more bones (joints) depends on memory/compression. It's usually best to have as little joints as possible as to not overload the game, and end up with lag. For a game like this (with low-poly mesh and MANY uinits on screen at once) it's usually best to cut as many corners as possible with joints. I haven't had chance to look at the current rig yet (will do that sometime this week), but it might be a good idea to figure out why it's not working, so we don't end up running into the same problem in the future.

  8. Thanks for the info Enrique, I will look into those and check out the current rig.

    I don't usually worry about framerates when I'm animating.....

    It's just to help with timing mostly. I figured the engine will rescale the timing for certain tasks depending on the units stats (attack speed etc), but there are other animations that wouldn't get scaled and would be best if working on the correct frame-rate. The Art Design Document that Erique linked me to says 30 fps. All good. :)

    I'm not sure what the engine uses, but the Collada files store an up-axis value, so you shouldn't have to worry about that (I'm not sure if the engine uses that value, though, but if it doesn't, then I guess the engine does use Z-up).

    If the current animations (that were made in Blender) work properly in the game then I guess Z-up is the way to go.

    About the villagers (I assume you're talking about female citizens): They should have an animation for slaughtering domestic animals, but I don't think they'll have any other attacks.

    I think I read somewhere that some female villagers were to have an attack (for the Greek civs?). Not sure if this is still the case.

    Also, what kind of attack would they use when hunting/slaughtering animals? Would they use a bow for hunting and a knife for herdables (chicken, sheep, etc)?

    I don't think we have any plans to have humans on ships.

    But the ships themselves will need animating.

  9. I like your front cover Sbot. But I would probably have sky behind the hero concepts instead of it being blank/white.

    As for the back-cover blurbs, I'm not too fond of listing ALL the civs. I would mention about 3-4 max. Something like:

    "Choose from a selection of ancient civilizations including: The Roman, Carthaginian and Persian Empires, and various Celtic and Grecian tribes.

    Each with their own unique artwork, technologies and civilization bonuses."

    Putting the civs in bold to make them stand out from the sentance (instead of having a list).

    Also, the colour of the heading "History is yours for the taking" doesn't stand out enough. Maybe use the same bronze that is used for the "0 A.D." logo, or some other dark-ish colour.

  10. Thanks for the warm welcoming. :D

    As I mentioned, I will not be able to do much until December - but in the mean time I guess I can figure out what needs doing and help with things around the forums.

    Since I'm new here and not sure how you guys do things, I did have a few questions:

    1. Frame rate - I think I read somewhere this was to be 30 fps?

    2. Axis orientation (some game engines have Z pointing up rather than Y). Maya is set to Y-up by default, but Blender seems to be Z-up. Am I correct to assume this game will also use Z-up.

    3. Do the animations need to be done in one file, seperate files, or does it not matter? I have not used collada before and I'm unsure as to how you guy have gone about putting animations into your game.

    (I have made animations for a game that was made in Unity - the animations were in a signle file and that was simply imported straight into Unity).

    4. Asset lists, including: a list of unit types (bowmen, spearmen, types of ships, types of siege weapons, etc) and animations. I've made a couple of lists below - feel free to add anything.

    --Biped--

    Idle (I was thinking of making a "relaxed" and "ready" pose for out of / in combat)

    Walk cycle – walking with resources?

    Run cycle

    Foraging – berry bushes; fruit trees;

    Mining

    Logging – Just simply cutting standing trees, or cutting fallen trees too? (horizontal and vertical swings)

    Farming – Plowing with a hoe; Carving up animals;

    Attack (with a few variations) – spear; sword; bow; crossbow?; sling; javelin; (how do the villegers hunt? do they have a unique attack?).

    Death (with a few variations)

    --Cavalry--

    Same as above, minus villager tasks.

    --Ships--

    Idle – bobbing in water?

    Sails up / down?

    Oar movement

    --Siege--

    Idle – bipeds idling

    Walking cycle – 2(?) bipeds pushing

    Attack and reload

    Death – siege machine breaks; bipeds use biped death animation

    Sorry for so many questions. :S

  11. I could make a rig and animate it, I just need to figure out how Blender works (I'm used to Maya).

    If we can get a working rig then the animation itself shouldn't take long at all (I would need a complete list of animation in order to give an estimated time-frame).

    The biped will be the easiest. The animals however - with such a large list, each needing a different rig and set of animations - it will take a while to work through them. Also, I'm not sure about having so many rigs in the game (each rig will have to be very limited, otherwise it could use up a lot of memory). At least with the human units they will all use the same rig.

  12. Position:

    Aminator

    Do you understand that Wildfire Games is a non-commercial project, work for 0 A.D. is volunteer, and work is done for free?

    Yes

    Do you agree to distribute all your work for Wildfire Games under Creative Commons Attribution Share-Alike license?

    Yes

    Name:

    Marc Hodgson (Khopesh)

    Email:

    hodgson.marcw (at) gmail (dot) com

    MSN Messenger:

    scorpion1813 (at) msn (dot) com

    Location:

    Ballarat, Australia (current) GMT: +10

    York, England (commencing early next year) GMT: 0

    Availability:

    Currently: 0-10 hours per week (casually on weekends)

    From 6th December: Full-time

    Age:

    25

    Occupation:

    Student (looking to get into the games industry in the future)

    Skills and Experience:

    Advanced Diploma of Screen & Media

    - 3D modelling, character rigging, and animation using Autodesk Maya.

    - Animation principles; body language; composition; cinematography.

    - Character animations to be used in a game engine (Unity). Introduction to MotionBuilder.

    - Working as part of a team; problem solving; meeting deadlines.

    Applied Computing (Computer Games)

    - Introduction to animation and 3D modelling using 3DS Max and Adobe Flash.

    - Games design and development with the Unreal Engine.

    - Basic programming using Python.

    National Diploma Graphic Design

    - Visual communication and narrative image making.

    - Drawing development and typographic design.

    GNVQ (Intermediate) Art and Design

    - 2D and 3D visual language.

    - Art and Graphic design techniques.

    Motivation:

    Always dreamt of working in the video games industry.

    Personality:

    A friendly, creative, perfectionist who'll settle for nothing but the best, or your money back (wait, this is unpaid work isn't it!?).

    Short Essay:

    I found out about WFG a few days ago when looking for a modern "replacement" for the original AoE, of which I have recently been in the mood for playing again.

    This is a very ambitious project, which suits me perfectly. I think most games these days are lacking in everything but pretty graphics and the game itself is seemingly forgotten about.

    I would love to be a part of making a difference in the industry and at the very least, have something for my resume to help me get paid work (but who's to say I couldn't continue to help with such projects as this in my free time).

    Interests and Hobbies:

    Comics (reading / creating)

    Video games (playing / designing)

    Reading books (novels and skill development)

    Watching films / documentaries

    Community:

    deviantART; Smackjeeves; Gamespot;

    Favorite Games:

    The Age of Empires series

    The Metal Gear Solid series

    The original Assassin's Creed

    Total War: Shogun 2

    Anno 1404 (AKA: Dawn of Discovery)

    .... So basically: strategy and stealth games (although, I'm more a fan of historical / mythological / fantasy stuff than modern / Sci-fi).

    Work Examples:

    http://marchodgson.w....com/index.html

    A lot more work will be added soon (in the next month or two), including character animation for a student game project.

    Also, some illustration work: http://occasionalheroics.smackjeeves.com/comics/

  13. The unique effects could be done for the Campaign... but then that depends on the campaigns/story.

    I think all Wonders should have more than just victory conditions attached. Like someone mentioned; wonders could provide a morale boost - providing a morale system is implemented in the game (I'm still unfamiliar with exactly what this game currently contains, and what it plans to in the future).

    If there is no morale system then you could mimic it by increasing HP, Attack, or defense of units/buildings.

    I think the "victory condition" effect would be enough incentive for players to want to destroy a wonder. If not, a boost to the units/buildings would certainly help.

  14. Don't think you can import models into Photoshop (you need to open a seperate texture file that can be applied in the modelling software like Blender, or applied in the game engine itself). Either way, I wouldn't recommend using Photoshop because it requires a licence. GIMP is a free equivalent.

    Sculting software sometimes had an option for painting directly onto the model (rather than using Photoshop or GIMP to paint onto UV maps). Not sure about any free software for sculting though.

    Sorry if this is a dead thread and you have already figured this out.

  15. However we are still in need - as far as I remember - of a proper working Blender rig that is read by the game engine.

    When do you need that by? I'm not familiar with Blender, but I can look into it.

    I have some experience making rigs in Maya - they're fairly simply to do. Skinning is usually what I struggle with, but I don't think that will be a problem for a game like this.

  16. Hi, I'm new to the forums here (only discovered this game yesterday).

    Reading some of the comments in this thread, can I assume that you are still in need of an animator?

    I would be interested in helping, but I won't get any free time until December when my course finishes. After then, I should have plenty of free time to help.

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