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MrLux

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Posts posted by MrLux

  1. Yes ! Finally, working.

    Thanks for the feedback, and keep it coming. 

    The File europeanbison.rar

    Ok, next time it's going to be quicker.

    Had to tweak the tail to avoid backface culling, and the overall size of the beast was changed to feel more like a true bison. Cleaned the vertex groups and the xml. Everything is fineeeee.

    The template is based on the muskox. And added an icon trying to emulate the style of the other ones with the halo. I'll just for the sake of it.

    Also here is some eyecandy.

    screenshot0003resized.thumb.png.c3a674853d6051f35cd7a5fd2368e097.png

     

    Edit: also the blend file eurpeanBison_shared.rar

    • Like 5
  2. Great work so far ! I can take on the baking, and texturing. For that kind of piece, the polygon count is 25000 triangles cause it's a wonder, right ? But what about the texture size ? 512 seams small but the biggest ones that I saw in the game files are for whole civilisations. Maybe a 1024*1024 per wonder is good? Anyway, I'll use substance so we will see how much detail it's cramed into each one.

     

    Edit: by pure curiosity, was the head sculpted from scratch or taken from a 3d scan. I was thinking that might not be a bad idea to get details.

    • Thanks 1
  3. Back !

     

    So the bison is updated, new texture, more detail. Bovidae skeleton to conform to the rest, sorry folks I'm not still cut to do animation. I almost choked myself.

    Now I don't get why I can't import it into Alas. 

     The file with I think the correct hierarchy: public.rar

    I can't make them work, gosh darn it. I don't get it. And the error message is really generic, can't load. Someone wants to help an artist in need ?

    • Like 3
  4. Hey folks,

    Back from my injury and hopefully stable to contribute. During that time a made a lot of test around and I see that I had the same idea from @wowgetoffyourcellphone . CC0 textures are great and the other great thing is that they have substance files that I can modify at will. there is also the possibility to make up some of them, it's a reallly great software. I'm still waiting for their legal team answer to know how much of it I can distribute, with how much modification. If we do things from scratch I'm pretty sure i'm the owner of the substance file. 

    Anyway I was interested in the idea of consistency and revise terrains, but where can I find the list of those terrains as proposed by Wowgetoffyourcellphone (darn it's a long name) ?

    • Like 1
  5. Hey folks,

    I'm injured at the moment and that halted my work on the assets. I've made the change with your feedback nonetheless but the animation part is taking way longer as I'm new in that department. 

    Anyway I also couldn't get the new model to work properly in the atlas, something about the skeleton that is not recognised but I still use your script @Stan` so I don't know what I've done wrong. I'll try later with the animation baked.

    I'm also sharing the blend file in case something happens. There is the new skeleton for quadruped herbivores with two prop bones for the neck and the back. Should be usefull later. it's also rigged with handles and fairly easy to use for those that are familiar with riggify on blender. Just remember to export the .dae with the option only deform bones checked to not get all the helper bones of riggify. art.rar

    bison-bonasus.rar

  6. While playing I realised that the wolves have a 10 value of attack slash and piercing. A initial infantry has between 1-3, and that creates the weird and frustrating thing were two or more  wolves wipe villagers going foraging and even the initial cavalery. I don't get why they are so powerful.

  7. Okay, got it. Took me an hour but I managed to get the model in game after modifying with the feedback. So the back is more flat and the legs a bit higher (minor tweaks). At first I took the scale of the bull but then I read that speciemens tend to be 1.8m to 2.2m hight so here is a ingame screenshot from the Atlas. Added the horse actor and iberian hero swordsman as a scale.

    615602867_bisonbonasusingame.thumb.png.0a57e30ceff128a03911ebf4d2c4196b.png

     

    Also there are the files in the respectives folders. I just used copy paste on the main art in mods/public for my convienience. I don't know how you want to receive it.

    About the naming convention, I went for animal_latin-name_variantion . Should it be otherwise?

    Lastly, I have two questions:

    - I got that I can rotate entities in the atlas but I don't know how to make them, any help, any use?

    - Animations are already listed even if the model doesn't have those. Is it because they are limited, and should I fit mine into those already describe (like th hawk that 'walks' by flying) ?

    art.zip

    • Like 3
    • Thanks 1
  8. Hey folks,

    There is the contribution for today. Way harder than I though it would be. The result in low poly up close is really funky. But at distance I seems fine. Added a proof of concept animation as I had that idea of using span pose and use a deform bones to make the swimming/walking/chilling pose. Happy that it seems to work, maybe add a third wing 'layer' that would scale during closed wings poses so that it would be invisible the rest of the time. Kinda of out of the box idea, don't know if it'll work.

    What a odd little bird. The animation is bad mind you, a lot of the weight painting is to be tweaked. I was mostly interested about the idea of using that technique to have the same model walking and flying or if it's not necessary because it will never happen in game?

    Also I learn that the males change their colors during something called eclipse, and look a lot like the female (texture is next by the way). Soooo... I saw that there will a season system that could be implemented, I got some ideas to add texture season specific to the animals that have low variation in general. Using the alpha as a mask for snow for example (there were a lot of bisons like that). I digress.

    As always feedback and critique are welcome. ;)

    https://streamable.com/jmuluh

    Spoiler

    render-mallard.thumb.png.5d583bc10ddb084a2c7c1b1daafb2d71.png

    The files:

    Note: It's late and i saw that the texture has the artefacts of before topology cleanup in the low poly version. It doesn't affect the texture because it's out of the uv zone but I'll see to bake something more clean.

    • Like 4
  9. 2 hours ago, Nescio said:

    I'm certainly no expert, but to me it seems wisents have a more-or-less horizontal back and belly and a large hump at their shoulders: 

    Yours, in contrast, seems to have an upward-pointing back and belly and two humps but a hole at the shoulders:

    You are right, with the volume I tried to emulate the thickness of the fur on the back of the references images I got. with just the shape it looks like an ox but the texture adds the necessary detail to distinguish. I'll try a version more flat, see if we see a difference in the game(with the top 3/4 view).

    1 hour ago, Nescio said:

     Great! I'd love to see more animals. :)

    Since the introduction of cattle last year, in my opinion the most important animals missing in 0 A.D. from a socio-historical point of view are:

    • ducks, especially the mallard (Anas platyrhynchos)
    • geese, especially the greylag goose (Anser anser)
    • Bactrian camel (Camelus bactrianus)

     

    Yeah, I'm up to make those nasty agressive geese and the rest. Is there a priority on the deer species?

    4 hours ago, Stan` said:

    Some limitations with bones 63 bones maximum.  Else an option called GPU Skinning will do some very bad things. With regards to a better armature sure go ahead, you might want to see if you can reuse it for the muskox :)

    The actual model looks very good. I can't wait to see how it looks in game.  how did you make the texture ? Make sure to only use CC0 or CC-BY-SA 3.0 references, and in case of the later, to mention the person who took the image.

    With regards to the UV you could probably optimize it a bit. The horns use too much space compared to their size which would be better used for the rest of the body.  The animal is not symmetrical (with regards to the texture)  but if you make it so, you can save also a lot of space (It's a matter of taste as it looks good right now )

     

     

    Wow 63 bones is great. I do't think I'll need that much. The idea would just be to have a blend file with meta rigs and let the animator use rigify to generated their control rig and always just export the deform bones.

    I've done the texturing with blender, using two texture and the stencil tool then some hours of painting. I might go for substance if it proves useful and quicker. I'm just not sure about the licence, because if I have the legal right to use the software I retain the right to do whatever I want with the result.

    For the UV I know that I could have used a symmetrical halved one, force of habit to make better texture and less seams. I'll try that version.

    • Like 1
  10. No problem for the licence. Happy to spread the freedoooom x-)

    @Stan` It took a look at the present elephant files. There are a lot of variations and the three subspecies plus the armor and the rest. I'm excited to tackle a ground-up redo if it's needed. However I'll train with other animals before to have a good workflow and understand how to correctly import the models and animations to the engine. Then if still needed I'm willing to do the elephants.

    • Like 2
  11.  

    Hey folks,

    To get the hang of things here is the model and texture for the european bison. I worked from a 3000 tri model and a 2k complete texture and for the game the I tried to follow the bovidae specs found in the game file.

    I more than welcome feedback on any aspect. I got the textures from wiki commons and can provide the originals. I think I the back legs should be higher for the european bison but really after tweaking I could't tell.

    Engine compliant (i hope) version. 574 triangles, a slight more than the bovidae

     

    Spoiler

    bison render low poly.png

     

     

    Spoiler

    bison_lp_wire.thumb.png.c33ab4aa333345358f28ae4efa1446e2.png

     

    Eye candy hp and 2k texture version

     

    Spoiler

    render cycle v1.png

     

    The files themselves

    Spoiler

    Source Texture, used a mix of those.

     

     

    • Like 5
    • Thanks 2
  12. hey @Stan` , I. m a 3d generalist that works in freelance doing archiviz mostly. But I really like animation and enjoy the opportunity to make models and texture them. So for now I saw that people wanted bisons, and as a presentation I'll get that done to show what I can do. 

  13. Hi there,

    I'm new to the game but really interested in the art development of it.

    After going through the task it seems elephants are a priority. I would like to contribute, and I'm taking reference from that task on the sample roadmap subject:

    Quote

    1. Elephants -- Big priority. Need rigged and a whole set of animations, including Idle, Attack, Walk, and Death. Must have these prop points: driver, rider (on the back, for riders and towers), chest, head, and tusk (for tusk variations).

    But they don't appear on the Gaia List of task and neither on the Art dev, task tracker. Just to make sure how I can contribute ^^ 

     

    • Like 2
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