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Radiotraining

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Everything posted by Radiotraining

  1. ahahahaha he will go absolutely insane with all the feedbacks! Is not your fault, Alre.. but he already made quite a few proposals also for that shape and, at the end it's been settled with that box with those decorations.. I also think is not bad. My only comment was to make it more subtle, so reducing some 20% the dimensions and maybe the border can be a little bit thinner. I think that with those small adjustements it will fit smoothly with the rest! :)
  2. Uhmm a bit better thanks for trying that out! Okay, if you want a real feedback : the shape is okay, but it's still a bit too big and cumbersome in my opinion. Before it had the advantage to look more sleek and minimal with the rest. Now it really gets all the attention! i'd say that a good compromise could be a mix of both : making it look more subtle as before (smaller proportions) but i also think this rectangular shape fits better! try also with a simple rectangular without those wings. It shouldn't be "noticed", a simple shape could work just fine. It may be worth to try and see, maybe with wings can be still better though! ehehe sorry for being annoying you asked for it!! ahaha i'm kidding: do what you can. The rest is still amazing!
  3. not sure if it's completely off-topic, or may be relevant.. nobody had any comment towards the proposal of doing something more cel-shading in style. But, just in case, here's something I've found towards that stylistic direction. Just ideas, of course. Since it's something anyway different from the core game, I think it could be an opportunity for stylistic experimentation
  4. Hey! You're coming at the right place! For Fantasy games I know Hyrule Conquest, developed from pyrogenesis engine: I haven't played it yet and I'm not updated on the state of progress.. but seems already pretty advanced from the previews! About sci-fi: hey! it's a great question because we were exactly trying to think about something like that here : It's a very early stage, but it would be cool if you want to participate with ideas and contributions, especially if you like the genre and have knowledge of it. I also like a lot Spring and I would really love to see something like that ported on 0ad! I think there's still a lot of untapped potential!! But, as everything, it will require quite some work and participation to make it happen. I'm currently trying to work on possible concept art, so I would be very curious and interested to get fresh ideas and inspirations
  5. thanks!! I was wondering if there was also some hidden trick to create maps procedurally using code and formulas, but I imagine it's a lot of hard work and persistence! It's quite an inspiration to be persistent as well, and it will be possible to get some similar results! Thanks a lot!
  6. well.. yes, I mean the idea to give maybe two broad categories is that we can possibly include a variety of resources without getting stuck over a single choice. So we may have blue-looking minerals, as well as other mineral sources. Pretty much like in 0ad metal/stone are represented by different types of boulders and elements. To give an even more "scenic" flavour, some of this metal could be sourced also from relicts of fallen ships or satellites (similarly how in 0ad you have shipwrecks containing treasures and resources). Anyway to be really honest, the problem is not to find other good ideas (there're plenty), but just to stick with a few good ones. We can call them "metal", we can call them "minerals" or "spices", I don't really care. The important is to find something functional and coherent that can help move the project forward. So, in our case, I would argue that a good combination of customized resources for this mod would be: some material + source of energy (and we'll can debate which what), and having settled this down will allow to create further docs / templates and such
  7. Wow looks super fly.. I gotta try this!! Thanks for sharing it!! To be honest, is one of my goal to reach such polish in creating maps.. very ingenuous question but how you get to that level of details and variety? Just a lot of patience and 17 interactions? Haha just wondering
  8. Chapter resources: again, is difficult to reach a consensus or proper namings that can satisfy all, but I think they can be synthesized into 2 types : metal (to produce structure, vehicles etcc..) and energy (to actually run the vehicles). We can decide how to interpret these elements and how they can be harvested. There may be also multiple ways to source them, but at least by having 2 defined categories helps to get things down, since resources are an important element in the simulation before creating further templates.
  9. This trailer is pretty lit!! Thanks for posting it! It also makes me think this : since Stella Artis will work alongside the main game, there could be the opportunity to mix up some of the assets of the classic period also into this futuristic timeframe. So maybe can be possible to enact something similar of what it's seen in this trailer, like battles among Roman ruins and such. Sounds like a cool recipe for some maps/scenarios! I don't know .. just something that came to mind watching the trailer ehehe
  10. Found this little gem! A very interesting commistion of style and historical period
  11. @ChronA@Stan`well guys.. thanks to both of you for the super useful feedbacks!! It was really a basic attempt just to move the waters, and at least for this case, it's kinda working! Yes to both of you, you have all solid points. To answer ChronA, yeah absolutely! I went for the super-safe route since it wasn't exactly clear what were the expectations or a consensus on visual aspects. But but I'm actually more than happy to experiment further and move away from Starcraft! Glad to hear this! Consider this only as an experiment (and also an exercise on 3d for me), but I'm also studying Homeworld concept designs and I find those much, much interesting! They're mostly inspired from actual industrial and mechanical buildings/machines and those are something we could possibly learn from in terms of shapes, functionality etc.. Again, that was something only improvised to experiment a bit the possibilities, but I'm glad it opens up this sort of discussion, because it gives more clarity over style, boundaries etc.. other than this, no need to explain further, I'm with you on that! Also big thanks Stan for taking the time to give off some feedback. Those are quite useful universally also for other models, so I'm taking note on that! - If I would study an alternative CC (or other buildings) would you consider them into the mod? Because in that case I can definitely put more effort studying some alternatives that can be effectively used. I'm not really very experienced with 3D, so my only worry is that I can't go much far. But if, as initial model, is not completely horrendous, and if there are people that may want to check/supervise in this area, then I can def try something. Also, since you've mentioned normal and spec map, what do you think of this flat style for textures? Might be a viable/alternative choice from the hyperrealism of vanilla 0ad? Would it be worth to try in this direction?
  12. Oh well.. I had no idea where to even begin and what I was doing, it was more like an experimentation to get to some quick result. Also the unwrap is very random just to get a general idea. So a lot can be criticized! ehehe but feel free if you have some feedback on the fly. Anyway if you think something like this can be used into the game, I can try to refine it further, cleaning up extra faces ecc.. i just don't know how I could help effectively to make at least some attempts for this mod
  13. okay, random attempt (I don't even have idea of what I'm doing): - I wanted to try out the concept I made yesterday + a flat texture to simulate that cel-shading effect. Maybe next time I'll try to unwrap on a simpler surface to manage it better I don't know.. this is a very poor, improvised version. I'm sure things can be improved further, but it's just to try things out - Stan, what can be done to help out a bit more practically? Should I participate on github? I think one of the main elements is to define the resources before adding further templates, what do you think? Would you need icons for that? prova_cc_03.blend
  14. I know it's a bit too early to even consider this.. but since I'm still blown away by that freaking good art in Homeworld, I was wondering @Stan` what would you think of "painting" the textures to give this sort of cel-shading effect? Could it be an interesting artistic experimentation for 0ad engine? Maybe it could open to a whole new visual result that can show the alternative styles possible within this engine? Just ideas, of course.. as I said, it's also probably too early for this
  15. Okay so, I was trying to figure out what I could do to make the project move. I learned a bit of the basics of actors and templates while working on updating Millenium AD, so I thought I could take some steps. But, to be honest this is a bit of another story.. I'm still not that confident with Blender and 3D to tackle something completely new as this. What I can probably do, at the moment, is provide support in the art department, such as concepts textures and graphic elements that may be useful (icons, portraits etc.. ) So here I made a concept for a Terran CC.. the general shapes are those of Starcraft, since I think that was the general direction (at least to start). I hope this could help to develop a 3d model. Anyone who is interested to pick from this and try something..? Meanwhile I hope I can get better with modeling to be more useful in this area.
  16. I love the spirit of initiative! This is what is needed to flow ideas and push the work on this mod. I think a good way to organize the work could be to find some visual languages for each civ. The names haven't been sorted out 100%, but there's a consensus on the elements of them : - Terran are represented by an international organization that can be colonialist and exploitative. (I think the mecha references you have posted are quite useful for planes, tanks and all the technical vehicles) - Ants (zergs) are the organic aliens with characteristics of insects - SHA (protoss) are ancient aliens. They may look like the "greys" and I thought they may combine elements of Egypt, Nubia or old mesoamerican civilizations to give them some archaic and mysterious flavour these are just ideas, of course. But I think is important to define some core visual elements of each to develop the rest. Stan had a good idea to use "pureref". Maybe we could use that app to come up with a reference moodboard for each faction. What do you think?
  17. Seriously I'm in love - Okay I'll stop spamming Homeworld stuff now. But this is only a reference on the very detailed sound design. I could perceive some of the depth from the gameplay, but this voice-over is just .. wow! Anyway I hope this can be a good inspiration also to think a bit outside the box even for Stella Artis. I was thinking merely how to replicate the StarCraft formula, but maybe some additional care for details could really make the difference! Just a casual thought
  18. Nice! Thanks for the answer! Yeah, I said "laser" just generically, I don't have specific ideas either what we could precisely need.. but looking a bit on those gameplays there're quite a lot of lines and trajectories that create the effect of a battle with different types of weapons, so it was just to check out the limits or potentials of the engine
  19. A couple of considerations from Homeworld gameplay @Lion.Kanzen sound design will be extremely decisive! From what I see it really creates some 40% of game immersion - also there're quite a lot of visual effects (laser, explosion, missile trajectories..) that would be cool to simulate. But I have no idea if it's technically possible on pyrogenesis. @Stan` what do you think? I'm not that much into flashy effects, but they surely have quite an importance for a futuristic timeline - really, really love the style!! It perfectly combines realism with future elements. Maybe something that would fit well also with 0AD general style. I was initially thinking about the exaggerate proportions of StarCraft, but maybe a more realistic approach may be more the correct way
  20. Sorry but is freaking cool!! I fell in love only with these trailers
  21. This was one of the suggested games.. very impressive!! https://youtu.be/n1yrFE9FfrA
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