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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. 1 i'ts take more time at least to me to do that. 2 Yeah but a pain to use if the model is an animal, and if other artist want to paint over them they will get lost because of the shape. 3 Thats a better idea. 4 That bronze is the one i've used for the persian conical helmet, i will reduce the gray tone of the white area just like @wowgetoffyourcellphone suggested yet i've been working with this as base since is the one ive used before.
  2. @Nescio as an example of how its work properly with the knowledge and reusing assets (horse included in this) and procedural materials, see how fast ive done tons of helmets and see how i can make properly variations of itallic and gallic. Back in the days when i've did my first "gallic" helmet like i felt proud but nowadays i look it and see what a waste of time i've spent doing it. it took me like a whole day to do it or maybe more, when in one day i've did 3 gallic helmets and reusing the gallic helmets high poly model i've done the itallic in minutes today. Same theory applies to animals, i reuse the horse armature and i reuse materials and that offers a better way of making models and updating high quality assets for reusage. My old gallic helmet is pretty much useless and limited to that model, while i can rehuse this helmet with 1 single mesh and use many cheeck piece as props for reduce the necesity of having tons of meshes of the same kind.
  3. And getting to topic: ive done an itallic helmet: And downscaled to 256 looks like this:
  4. While i would like to work on animals i don't have the proper materials to paint them (bake them) and that limits pretty much my workspace, i can't just take the actual model and do something with it because the actual models are pretty much rigid and unable to do animations like the horse ones. i've already have the bear with animations and mesh but i don't have the proper material or texture to work with and i can't just take the actual bear and adjust it or adjust the uv to the bear texture because they are a total mess, squared textures for animals are just a pain and useless totally. Just see how much time it took me to work with the new horse model before i've updated the texture. i spent most time adjusting the uv rather than animating. And clearly i won't like do something like cattle and being pretty much tie handed when doing textures and after some time have a better option to do them and easily one. So at least until i don't get a proper way of baking animal hairy skin i won't be able to update some kind of animals.
  5. Exactly, im thinking more in an RPG just like Titan Quest. With the power of RTS yet sometimes the engine limit so much the benefits or at least the work. i've been thinking on include directional firing arrow animation on horse movement, yet i don't know what would be the best option since i don't have the option to test it (kinda like doing testudo blindfold) Or making the tree fall when cutted down, generaly the trees were made whitout having that in mind and later that feature is desired but requires tons of work to make it possible and now at least i just imagine at least how it is now using sink animation like but reaching only the floor and using the "spawn entity on death", but you get the point. As my point of view EA is just as you say, the showcase. While mods like ABC and DE are the cherry on the top.
  6. Plus with proper formations working
  7. You forget something here, if we enter in the whole timeline civ type we enter in another comparation: Rise of Nations and Empire earth. The only way we won't end being compared is being The best of that games with the best of others.
  8. Ive zoomed a lot because we can, otherwise if we were like aoe back in those days where you only could see everything from the distance. Its just like Warhammer Dark Crusade. Sometimes you losse some units because you got lost looking the death scenes animations.
  9. Speaking of that, im thinking on merge celtic helmets to "Hellenic" helmets blendfile with b2.80, ive done the persian conical and the gallic rome helmets in that file to keep a single file of helmets. Thats exactly what we need to avoid, just because we are an RTS we need to get stuck in a point of graphical uglyness because the engine already works like that, and neither because we are free it means we should be the uglier as possible.
  10. This is an example of a fake material from blender: It looks perfect right? Well, baking whit that will gave me just a pure white paint bake instead of a "metal" like bake. Baking with reflections give the fake look of metal in blender but applied to the game where there isn't any reflection becomes a dull paint brush over a helmet pretty much ugly and useless. Thats how tricky is to bake textures of metal surfaces.
  11. Again, the "noise" is the procedural material of metal i've use for bake the "metal" like textures, because baking whitout any noise at all will look just like a plain plastic texture not in preparation of a feature "i want" i've already seen the whole bake, because i don't just do the firtst bake i see, i do several bakes looking wich one doesn't look dull and blurry. Before the textures being 128 doesn't even have any detail and no one could say if a helmet had bronze rivots or if it was just a cap: A shield i can't really say what im looking with this, unless i have the proper knowledge of what is behind and aspis or how it looks and aspis handgrip I can't really tell if the right side shields are a shield or just a bread slice if they wouldn't have the theban club painted: Here they are at a "gameplay" distance, don't see the noise from here But here, in the left side shield i can see the whole "noise" with that outdated texture wich didn't have any detail in mind besides the pattern and the player color plus the way too low resolution for an asset in this time, while back in those days it was "standard". having the shield in 512 was just a mistake of mine because props should be 256, thats the amount of files i've handle every time wich i don't always remember wich ones were resized or if they would have been resized, but that doesn't mean having 512 texture for assets is bad just because they won't be seen in "gameplay" perspective. Minerals aren't just a shiny glassy looking material whitout imperfections in fact imperfections make the texture have the realism: Perfectly handle dand polished materials aren't accurate, they are just hollywood look. a helmet used in battle would be dirtier and filled with scratches same goes to aspis, same goes to greaves, they would have mud, dirt, dust, scratches, creases, blunts. wish i had a perfect material with all those details mixed but that require me to work for weeks in a material with a proper computer where i could preview the material every second and not every 2 hours. And yes, for a new player lover of art, andwich properly appreciate the assets of any games they will be like: "Oh let me pause the game for a second to Appreciate this Helmet, This Horse, this Tree, this Sword, this Sheath, this Bodie Texture" otherwise there wouldn't be modders at all like the ones in the skyrim community wich turned the game 1000000 times better than the actual developers, because they had vision, and they wanted to improve with their vision the artistical assets because they took the time to stop and look a prop and think: Mmmh this could be better if i do something. Same would happen to 0.A.D. maybe not tomorrow, maybe not today. But maybe after alpha 24 release wich have the greatest art improvements from flora to props, Maybe this will call the attention of a new artist or a new dev saying "im interesting on how it is looking this game, i will take a closer look" As an artist i consider what is best graphical speaking for the game, because the community of player will accept what is given and if not, feedback will be taken into account and will prob do something about. This is like a restaurant, if someone would ask something new, they wouldn't give the same dish from any other restaurant, they will give the best they can. Same goes to 0.A.D. if the oportunity of giving the best graphic is given why would be refused just because 1 player is used to look the game as it always gonna have the same look? Thinking "it works now" is giving up on "it could work better", same case would be if the game is finished with pathfinder with 0 lag and devs think, this is it, this is done, no more work will be done from this point. What about Navmesh? What about implementing physics to walls and capes? What about adding ship boarding? But as my point of view, giving an alpha with lets use an example "ray traicing" gives a good impact, why it would care the opinion of 1-10 players against 1000?. Same case applies to reflections on helmets and shields, same goes to instancing. If some dev wishes to implement it even as a toggleable option, and it gives a good impact would i ask ? Nah, the game works now, why i would implement that if the game works just like this. Games works perfectly whitout antialias, but someday a guy wished to implement it and was working on it and now its gone i belive. Would i say Nah, its really needed in an RTS Game when i played AoE 2 and Empire Earth i didn't had Antialias and never enabled it because my pc wasn't good enough, why should the game and the community would want Antialias because i don't want it. Maybe one day, standard resolution for games would be even for low end pcs 1024p and we will end having with outdated textures again.
  12. Following that logic why would i've update horses, ships, helmets and any asset if we already had them? we are an RTS we already had the assets we just need to focus on performance but im not a programmer. So let just sit on the "throne" and let other RTS go above 0.A.D. The king AoE 2 DE is coming wich will take out some of the community surely but probably will return later when they get bored of the same formula over and over. Warcraft 3 Reforged will take also another piece of the community but this one is bigger since this have a bigger community and also modders. Really don't know why always reach the same question or the same spot of "Why would we need this? we are just an RTS for low end pcs" when there are tons of games with art ready assets and finished with proper mechanichs with their unique features, "People don't zoom often" People do zoom often if they have a reason to, just like every1 does in Total War saga, their assets, their units, their animations, their models, their real scale size buildings and siege artillery, their stunishing "dirty" assets: Since i have my own thoughts in my country i wondered "Why i would be satisfied with this when it could be better?" the real question is; Why would i stop here with this when it could be way better? Why stop the assets just with 512 textures if we could have an option to toggle texture quality from 128 to 2048 even if we are just an RTS. if it doesnt add a huge performance impact and if we could have an option to disable it, then why not add it? The game should focus on both communities, Low End and High End even when most of the community is low end. If i would have feel satisfied with the game in the current state, cavalry would still be the first meshes, helmets would still be the same, shields would be the same 128x128 blurried whitout details and just a paint over because that was the objective in those days. Don't get this as a rude answer, but thats my feeling as an artist whitout proper resources to work with, and as a player wich looks to the future of the game bored of playing a game over and over and over with the same formula, looking for something i could modify not only to satisfy my needs but also the ones of the community if possible. If i had a better pc or if my country would be in a better state i've probably will be playing Monster Hunter World, Assassins Creed Odisey, Final Fantasy XV, Bloodborne, Dark souls 3, Phantom Pain (Again) Resident Evil 2, Biohazard, The Evil Within 2, Rome total War 2 (Yes i can't play this) Total Warhammer 2, Total War Attila properly. i would spent my free time playing another huge game because this one doesn't really tie me at this stage. i've barely play and spent most of the time looking what i can improve from the art assets until others can fix the performance, until others implement a more realistic and immersive perspective of the game for play, maybe the city like mods being developed or the survival mod angen worked before, but at this moment i would spent my time playing AoE 2 DE if i wouldn't like mod the game. But again, this isn't a rude answer, this is just my feeling each time i've read "why would we need this if we are just an RTS?"
  13. Cubemaps in skyrim: add faked reflections to the object and gives a polished look like mixing very well with dirtier textures for don't make it look like a glass. Having that in 0.A.D. as a 4th texture would give to the bronze, Silver, Iron, Gold and every metal surface you imagine Aspis, Helmets, Chamfrons, Armors the shiny effect wich overrides the texture.
  14. The texture don't have noise this time (only in the ear zone wich is mostly because of the bake itself not by me) every texture is 1024 and with default bake, the gray zones are the material itself wich is supposed to be like that, otherwise the bake will look dull and pretty much ugly. The texture won't need the material if we could use something like skyrim does with cubemaps or reflections. The reflection will override most of the texture and will look pretty much polished and brilliant, and the gray (dirt) zone will give the effect of material (otherwise will look like glass). In other words if i remove "noise" helmet will look Pure white, already gone throught that.
  15. And type I (same type H but bronze as reference is pretty much similar)
  16. Baked a whole new gallic type B H F helmets, working with the mask: Helmets: This is the old one ive did before:
  17. Do they have an special helmet i could do for them for attach the mask properly?
  18. For helmets @wowgetoffyourcellphone this may be suittable for your mod i belive thought none of the helmets were made having this one in mind before.
  19. Haven't finished yet with helmets , (Neither with animations but i want to clear my mind a lil bit before continuing if stan manages to export elehpants animations back to blender). I've got this from the art repo units/concep_Art: The name of the file says "Bactrian_lancer_ult_Fin" plus the reference itself: @Sundiata would it be possible to have another hair like texture like the one you did for the horses, but this time i 512x128 for long hair whitout alpha space ? would work for have at least a better hair like shader for the plumes of every civ (and mabye crest) (For end with the reference):
  20. Hello 0.A.D. Community is time to give some love to persians due the recent changes to other civ assets, even when they have the most detailed cavalry assets, their infantry assets like helmets and shields are pretty much outdated. Its time for some persian love... Starting with the recent changes to chamfrons: And this new helmet (Missing Plume): Texture of the helmet is 1024 for have a cleaner bake due the amount of detail: Plus the new neckguard, Thought the iron bake went a lil bit darker than supposed to be. If any1 find references for the conical helmets, feel free to post'em here it would help me to properly find their conical helmets.
  21. By shuttle speed you mean when they carry resources or standard speed every time?
  22. In balance terms thats bug exploit of a broken balance , but no one complains about that because no one really compare or notice walking speed.
  23. He said is feel more realistic now: Is more weird a villager to Zoom all over the map, Stamina should really be implemented to nerf this kinda of "zoom" infantry, making walk as a proper human. Walking would be the default and toggle run would make infantry drain stamina making skirmisher drain stamina slower than a hoplite or pikeman. Also is kinda broken compared to the resource gathering thing i've mentioned before, having 100 gathereres skirmishers are way better than 100 hoplites.
  24. Yes, they now use running instead of "jog" for have a more human-speed realistic animation.
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