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nifa

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nifa last won the day on January 25

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  1. 3d models https://open.smk.dk/en/artwork/image/KAS518?q=athena&filters=has_3d_file%3Atrue https://open.smk.dk/en/artwork/image/KAS2128?q=athena&filters=has_3d_file%3Atrue
  2. Cool, congrats! I've been git-cloning and checking it out from time to time and I'll continue to do so :)
  3. Looks nice I could open it with blender 4.5 LTS and export the .dae. Tells me there might be data loss, but so far it worked fine. I put together the files for a mod and attached it. Can be found in the scenario editor -> actors -> olive_new. So far the 4 meshes are replications, but you can easily substitute them to test however you like. There is also a blank alpha decal_texture, in case you want to add a decal on the ground. The polycount might be a little high, since each of your branches has 12 tris. On the other hand, this reduces alpha texture display. It's best to compare it to the existing trees, their polycount can be seen in atlas. As long as it doesn't go much higher, it should be fine. If you want, you could gently bake ambient occlusion on the diffuse. For the bark the UV looks a little stretched. You can also use an existing image texture for it, as long as it is licence compatible (preferably CC0), something like this: https://download.blender.org/archive/textures/bark/ Have fun! olive_tree.zip
  4. Hi, awesome work!! I love the foliage, it looks really nice :) I also like your workflow, offers more possibilities than handpainting like some of the old models. 0 A.D. uses .dae files, which is not supported by blender since version 5 anymore. I will figure it how to exports your models and make a mod for it, so we can see how it looks ingame. Until then, some things that came to my mind on a first glance: 1. Faces are shown in 0 A.D. only from one side. By activating backface culling or face orientation in the top right corner in the viewport you can see which face would be seen from each perspective. If you want to show faces from both side, you'd have to duplicate it, move it a little and flip the normal (Alt-N). 2. Everything should use just one texture. So ideally the tree trunk should be somewhere on the foliage texture too. 3. All meshes in 0 A.D. usually expand a little below ground for uneven terrain. I couldn't reproduce the problem with the normals, looks fine on my pc. For an olive orchard would be cool to display some black olives (the fruits) on it, so the player can harvest them similar to the berry bushes. But that's a gameplay decision I'll leave to someone else :D
  5. I can't log in to gitea right now, but that _lp suffix that @Stan` mentioned there was just for me to distinguish between highpoly and lowpoly model, we can rid of it
  6. That's just a mockup so far. With the other texture it doesn't look so bad either.
  7. wip @Genava55 Do you by chance have further references for that wagon in this picture?
  8. The Statue of Zeus at Olympia is one of the seven wonders of the ancient world, and as such it would be nice to have a model in the game for a potential capture the wonder mod. I've found these CC0 models we could use: https://sketchfab.com/3d-models/george-washington-greenough-statue-1840-6f90971e3eb24c0b8091086242f2c3b3 https://sketchfab.com/3d-models/julius-casar-802edad501a94f9c99b84c4c33d376b7 Then put the head of Zeus on top of it, e.g. this one: https://sketchfab.com/3d-models/zeus-or-poseidon-from-the-artemision-d4876aa609304682945145debedfc77e Someone else has done something similar with George Washingtons statue already: https://sketchfab.com/3d-models/zeus-statue-216d3aff33b9439f87bd0e79c677f9eb We could use Nike from Athena Parthenos. I'm won't find the time to do it soon, so I'm giving it out for anyone interested. I'm willing to help if anyone is interested in doing a retopology. I can then take it from there and bake a material. It's quite beginner-friendly as it requires mostly basic navigation in blender, but quite time-consuming. I propose using a tool like retopoflow for it.
  9. Thanks! I think it's the ao map that darkens it a lot, as without shader effects it's a little brighter. Maybe we could lighten the ao map a little. Feel free to tweak the textures If you want I can easily bake a new diffuse. I'd love that!
  10. @wowgetoffyourcellphone Hi all, proud to present the result of another project I made a retopology to reduce the polycount 29k tris ->7k tris. I wasn't entirely happy with the old diffuse so I baked a new one and added some details to it. The faces are difficult to paint as you can see lol. The ivory could be slightly brigther now that I see it. Mod's attached and here are some before/after pictures: athena.zip
  11. Maybe a new olive tree is something you would be interested in? There's already one in the game that you could use as a reference. We could use it for an ochard and for the erechtheion and the olive mill. https://wildfiregames.com/forum/topic/138517-erechtheion https://wildfiregames.com/forum/topic/125638-athenian-olives
  12. If someone finds a CC0 model or relief texture let me know. We could ask this guy for permission: https://www.artstation.com/artwork/rABVym https://sketchfab.com/3d-models/ara-pacis-of-augustus-8b6b29626c7f49a1a0376ff6cff863fc Could augustus mausoleum as in the second video be another wonder? It has quite a unique shape.
  13. Thanks for the refs. So I guess I should get rid of the entrance and give the hill a more conical shape?
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