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Everything posted by wackyserious
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These are the textures which I submitted to wowgetoffyourcellphone several months ago for DE. I'm sometimes loosing details in the texture when I use the transparency for player color.
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What I'm concerned with, regarding harmonious hues is how will I incorporate player color in it? I'm thinking of having a similar design to the current gaul_adv_spearman textures, with the top short sleeved tunic set to a plaid and the long sleeved under shirt set into player color.
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I was looking at Hallstatt Period examples, I'll see what I can do with plaid patterns. If I cannot come up with a good one, I'll try to look for creative license compatible plaid patterns online.
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Lol. Haha. Some of the references that I saw indicated checkered patterns among the celts. Some of the patterns that I have come up with also looked too Persian, IMHO.
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Congratulations, @LordGood ! For a second I thought, Enrique resigned from the project. I'm glad my assumptions were wrong.
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A baseline for the enhancement of the Celtic unit textures in the game Work in progress Please post useful references about clothing and military equipment here.
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The one in the middle uses skeletal/new/m_armor_pants_tunic_short.dae while the other two uses the tunic_long variant There is a difficulty in adjusting the texture of the upper part of the pants (mapped in black) just to match the ones below it (mapped in orange) What if we create a modded version of the mesh? With a UV that fits together the upper part and the lower part in the area marked in orange. The rest of the UV will remain as it is. For the compatibility of reusing assets from other/pre-existing skeletal textures The area marked in black will be left blank with no UV mapped on it. Since the previous UV mapped on it is already inserted in the orange part. Thoughts on this one? Edit: Ah, there will be problems with the topless Celtic units, their pants extends up to 1/3 of the blue area :/
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Position Unit Texture Artist - 2D Artist (Beginning to learn 3D modeling) 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: Arjel Kenneth Abulog Location: Cavite, Philippines Availability: Around 8-13 hours per week Occupation: Arts and Design Student Skills and Experience: I am a visual artist by trade and I am capable in both traditional and digital illustration. I am familiar with the common tools and settings used in most graphics editor software. Motivation: I want to help in improving the visual quality of the game and add more flavor to it. I also want to learn more from the experienced people here in the community and familiarize myself even more in the field of video game art production. Short Essay: I've been around here for two years, I mostly help in the modding sections, I started as a regular player, I discovered the game while looking online for a new historical RTS games to play. Then I visited the forums section to look for mods, I have read several tutorials on how to mod the game. Interests and Hobbies: Visual arts, Anthropology, Ancient and medieval history Favorite Game: Stronghold I and II, Mount and Blade: Warband and Medieval II: Total War Work Examples: Digital illustration: Infantry texture: Map making:
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===[COMMITTED]=== Carthaginian Unit Textures
wackyserious replied to wackyserious's topic in Completed Art Tasks
Some updates. I've been messing around with the North African elephant textures. -
I am really occupied at the moment. All of my pending works will be continued once I am free of my personal responsibilities. Please bear with me.
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I should change it then, I saw the zebra hides in the vanilla game textures and thought that they were appropriate, since they are grouped with the cow hide texture.
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File path for the curved thureos props/shield/ptol_thureos_curved.dae
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I found some cow and zebra hide (The ones below) in the base game texture folder (it uses the Thureos mesh) Here is a comparison of the basic oval shield mesh vs. the thureos mesh (Bottom w/ texture already part of the base game) There are two variations of the thureos mesh in the game, one that is slightly curved and one that is not. I am wondering if we could use the slightly curved thureos mesh for the kushites?
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Major Changes and Features of Delenda Est
wackyserious replied to wowgetoffyourcellphone's topic in Delenda Est
@wowgetoffyourcellphone Where do I change the default terrain for Atlas? DE's default is set to fancy grass which my other computer cannot handle very well. -
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These are the Nubian shields from Aristeia mod Is the shape fine, or does it need to be more rounder? Maybe like the Gallic oval shield used by the Thracians units?
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I'd say not even close Lordgood is an excellent artist in all aspects. I just enjoy making unit textures.
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