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Everything posted by Le Druide Gaulois
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====(Norse) Civil centre [Longhouse]====[COMMITED]
Le Druide Gaulois replied to Alexandermb's topic in Art dev
Looking great. -
[Part II] Faction: Early Muscovite Russia
Le Druide Gaulois replied to Le Druide Gaulois's topic in 1,000 A.D.
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[Part II] Faction: Early Muscovite Russia
Le Druide Gaulois replied to Le Druide Gaulois's topic in 1,000 A.D.
I wonder if there are modellers, programmers and animators that would be willing to work on this civilization as a stand alone project (that would be included in the final game whenever it comes to pass). I'd like to accomplish at least the Russians and the Japanese. -
[Part II] Faction: Early Muscovite Russia
Le Druide Gaulois replied to Le Druide Gaulois's topic in 1,000 A.D.
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[Part II] Faction: Early Muscovite Russia
Le Druide Gaulois replied to Le Druide Gaulois's topic in 1,000 A.D.
Я рад это Вам нравится! This sketch was somewhat tricky to conceptualize. Russian forts are generally small walled cities with a lot of churches inside, so in order to condense it all in just one building, I had to make some simplifications wich are not always accurate. I'll soon submit some more suggestion sketches for the church within the walls. -
[Part II] Faction: Early Muscovite Russia
Le Druide Gaulois replied to Le Druide Gaulois's topic in 1,000 A.D.
Almost two years after the original post, I've decided to come back with some sketches. Not that I hope they'll come to life soon, but I was bored and decided to draw something that could be helpfull some years later. The Fort: References: I originally intended the guard towers (except for the gate) to be round, but I was failing to drawing them round. -
Is there any possibility that as the player advances in age the church may grow and changes its form (Age of Empires style)? Or perhaps it stays the same, but if the player wants to build a second church it will be bigger and in accordance of the architectural style of the age/stage it was built.
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As for the Saxon dock, I'd suggest shortening the wooden base a little, and adding two or three piers extending away from it. Some boats between piers wood look great as props :D.
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thanks so much for modeling that concept of mine! You made it look increible! This was suposed to be the civ center for the Part-II (or even Renaissance) Japanese. I modeled it after some dojo structures.
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Those are battlements, but of course they'd be made of wood, lol. Regarding the tile roof, our model of the temple already has the texture. I know I'm nit-picking, but I suggest that because those big buildings, at least in mainland Scandinavia had tile roofs, and I don't really think having different roofs for different buildings would look too contrasting. By the way, would it be undoable to have 4 instead of one longhouses inside the fort's wall?
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- millenium a.d.
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I like the fort so far, I'd just suggest adding battlements like in the photo updated by wackyserious. And by the way, I think more official buildings like the civ center,barracks, temple and fort, would look more apropriate with tile roof instead of hay.
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[Millenium A.D. Part1] Saxon Architectual Reference Pack
Le Druide Gaulois replied to Le Druide Gaulois's topic in Art dev
That's exactly what I meant! -
[Millenium A.D. Part1] Saxon Architectual Reference Pack
Le Druide Gaulois replied to Le Druide Gaulois's topic in Art dev
I really liked how the stable tuerned out, Stan. I just forgot to draw some sort of barrier above the wooden part of the horse's bays. Something that would isolate them from the outside. It's hard to describe, the texture would be something like this : -
The models are looking great, guys. Wonderful job! I really like the top left version of the market, btw.
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hahahaha You got me! I can't believe I was so unattentive
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The units are looking great, but I'm afraid they look way too norse. We could seek to differentiate them by using typically Saxon helmets.
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I like wackyserious' suggestion.
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I've made a sketch for the barracks here: https://wildfiregames.com/forum/uploads/monthly_09_2015/post-16101-0-81217600-1442967197.jpg I looks more like a hall.
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[Millennium A.D.] Ashmen 19 now available!
Le Druide Gaulois replied to niektb's topic in Announcements
I can't wait to crush those Athenian sissies using the might of the Norsemen -
[Millennium A.D.] Ashmen 19 now available!
Le Druide Gaulois replied to niektb's topic in Announcements
Hooray! -
[Millenium A.D. Part1] Saxon Architectual Reference Pack
Le Druide Gaulois replied to Le Druide Gaulois's topic in Art dev
Yes, I also thought that later on when we have the game well developed we could split the Norse into some subfactions (like the Celts and the Greeks are divided in 0 AD), namely Danish and Norwegian (since Icelanders descend from Norwegian settlers they would be included in the same faction), and maybe Sweden (considering those have many traits in common with the future Rus state). -
[Millenium A.D. Part1] Saxon Architectual Reference Pack
Le Druide Gaulois replied to Le Druide Gaulois's topic in Art dev
Talk about syncronicity! Exactly today I was thinking weather or not we should rename the factionto Anglo-Saxons. -
[Millenium A.D. Part1] Saxon Architectual Reference Pack
Le Druide Gaulois replied to Le Druide Gaulois's topic in Art dev
Thanks for the reference, Andrettin. It's nice to see how the same people can have different architecture styles depending on where they are settled. While West Stow in England is all made of wood boards this German village is more about timber frame. Reminds me of some Danish Norse buildings. -
[Millenium A.D. Part1] Saxon Architectual Reference Pack
Le Druide Gaulois replied to Le Druide Gaulois's topic in Art dev
Thanks! -
[Millenium A.D. Part1] Saxon Architectual Reference Pack
Le Druide Gaulois replied to Le Druide Gaulois's topic in Art dev
Here's the stable, the inside structure is quite complex, so I hope the drawing is understandable. As for all the Saxon roofs, it would be more accurate if they were all flat (and not sectioned as the celtic ones) and dark brown. The Norse roof structure could be reused here.