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LordGood

0 A.D. Department Leader
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Everything posted by LordGood

  1. I wanna see some killer cedar forests, lads
  2. the 2 saplings on the left have 64 tris, and the one on the right has 120 Here's the one on the far left, some creative manipulation of the mesh helps prevent stretches or breaks in the textures near the ground plane, where they'll likely be most apparent
  3. One layer bud, there are no source texture files. and i have a whole one blender file for all the character animations I ever make. You'd be looking at layer 3 Elite_swordsman.zip
  4. I've also decided we need new baobabs, they're really amazing looking trees irl but they're pretty much indistinguishable from the rest at the moment, a real shame if you ask me
  5. example being these cattails and trees from FO4
  6. the problem with high density is that it'll look a bit like a green smear from the average camera distance. You don't need so many polys to look good from most angles. I was running around Fallout 4 having a looksie at the environments and most of their ground foliage and saplings looked to be anywhere between 16-48 triangles, which was interesting to me because some of the examples I found were much bigger than my player model, and that's a AAA fps rpg. Their trees were also remarkably sparse and still looked decent, but that's to be expected post-apocalypse environment i guess lol
  7. ah, yes we do have ferns. I have a feeling you're wildly overestimating the required foliage density. My cattails have a grand total of 16 tris
  8. oh wow what an upstage lol These look marvelous, I'd like to be certain the pictures used in their development are license compatible, though
  9. Did you bake AO? Seems oddly bright otherwise, go on ahead! I can work on that decal from the repo later
  10. I'm hoping to give the atlas ranges some love, but I'm finding our rock collection to be lacking quite severely
  11. I wasnt quite sure anyone would actually sit through all that haha I'm sure you saw me run that texture through several contrast filters and back, and there was always a slight gradient from the base of the branch to the leaves. Is there reasoning here? maybe. Sometimes it looks good, but I think really what it does is pull away from the blatant polygon conservation. Another good trick is to make a branch texture that starts at the trunk texture's color and value (for dead branches especially) so you can cheat polys into the model by being able to add several small branches at the cost of about 2 tris I gotta say though, that's some good wingin'
  12. I captured the whole awful process
  13. atlas cedars and cedars of lebanon can be the same thing because they look like the same thing
  14. Hey sundiata see if you can get it in the engine, that way you get familiar with the process and can start cranking out new civs for TM :p
  15. 2 papyrus could use a few more
  16. oh lAWD he's done it! If you want to break up those walls a little bit you can add the downspouts from the set temples, but if not, it's definitely fine as is
  17. It's a very stupid process where i look at the thing and draw the plant, put in in the engine to see how awful it looks, and then try to make it less awful. every plant has a different, special, stupid process. The trick to grasses and ground plants seems to be a lightening gradient from base to top to make them stand out and be noticeable on top, but not betray the messy union where the polygons meet the terrain. I'm still figuring things out though of course you can say to hell with it all with water plants, which is why I'm having fun with water plants. I'll see if i can make a video or stream or something sometime in the near future
  18. cant have papyrus without cattails technically not a tree but w/e flora's flora
  19. I dunno if you've noticed, but I like me a waarm palette Big trees would be real nice, but there's that aforementioned issue of players burying their cameras in the trees. I'd like to have one to two hundred foot trees but that'll impede gameplay too
  20. Union_Rifleman.zip I do believe that's everything
  21. I'm not too worried about it. If anyone's burying their camera into the trees, brushstrokes are going to fall to the wayside for resolution issues. The new growth buds are the only things I see too lacking in detail, unless what you're proposing is a grunge or noise filter over the whole thing?
  22. Can we get a closer look, and species? I recognize the prickly pears haha, those forage bushes?
  23. nah, that's full 512x res at a cool 600 tris. its a lot sharper than most textures already... somehow?
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