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LordGood

0 A.D. Department Leader
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Everything posted by LordGood

  1. Oh boi alright i can do the fence thing with the balcony all around if we aren't tired of that yet, and maybe the bamboo wood toran. I want some stone in this since it probably costs the 200 norm, unless it's changed
  2. thickening up the thing and opening the thingy and stuff, might do away with the flare on the pier columns to save polys
  3. So are we doing the upper scale houses or the huts? I feel like the upper scale houses would fit better with the rest of the building set, but the lower scale houses will suggest cultural heirarchy, therefore might be more realistic looking in that regard
  4. thanks Ludo I think I'm going to wait for a bit more feedback before I start texturing, Mythos might want me to change it to the standard Barracks model, or something like it and texturing is painful
  5. Dock update, kinda derailed a bit a lot ahaha I'd better go back to square one aw shoot I forgot to put the windows back right, pretend the windows in front are still there
  6. the hollow line is where the team colors go, I haven't quite got there yet. the gate is all timber, but different colors to differentiate the coffers, I'll probably have to work it a bit more so the grain makes sense
  7. Alright, ramp seems to balance it out a little better
  8. fixed the arch and took out a few sheilds Alrighty then, I'll have to make that side work without it then xpmaybe with another ramp who knows thanks for the input!
  9. Aaah the standard barracks model.that dreaded building layout harks back to AoM and AOE 2 and 3 i do not like it at all, I find it poorly balanced and easy to spot due to its repeatative nature. The bulk of the one side and the lightness of the other really tears the model apart :/ it also limits its aesthetic when it's braced against other buildings at it's front that's just my opinion though I took away the substructure and find it kind of plain, which is why I added it in the first place added some detailed balconies and sheilds still have to take some detail out of the entry gateway and reconfigure a few things, too many sheilds and such tell me what you think, I'll reconfigure to the norm if you really want me to
  10. Well this one took a while. The textures on the sheilds are still messed up though
  11. It would be painstaking to rebuild lower poly models yes, but given the current lag situation it might be necessary to do so. I know the lag is caused by pathing but cleaning up models couldnt hurt either.
  12. No problem Any way we could add a feature or two that would make it distinctly Mauryan? perhaps a figurehead on the prow? I'm not too well versed in ancient Indian culture myself :/
  13. Yes! that looks much better You are working in sketchup yes? If so, you can actually cut the boat in half, turn it into a component and copy it and flip it over the width of the boat, that way you work on both halves at the same time and work much more quickly
  14. Thanks I feel as though a barrel vault would be too 'pointed' in relation to the groin vault i have here, even if it is cleaner some players will be putting a lot of these, and if the roof points in one direction it may look a bit peculiar, in my opinion
  15. You dont sound angry mate I dont think Ludo is speaking about the shallowness of the hull rather than how steeply it pitches inward, it seems like the angle at the bottom of the hull is very extreme coming from the sides maybe instead of a V make it more of a U, and i think the shallowness is accurate
  16. you could extrude that top face and flatten the whole hull with the scale tool, the poly count might be a little dense, but it could be a little more realistic, and you might not have to completely start over Just a thought, but I'd lighten the polygon count as much as possible
  17. How about the shallow reliefs above the gates to the great stupas? I'm not sure what colors would be used in Buddhist painting though
  18. Any good texture builders wanna grab this one? I'm awful at making textures
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