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nifa last won the day on April 2
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For the stone walls it would be nice to have some pebble stones or grass/ plants along the corner where the wall meets the ground. Maybe you would like to bake the ambient occlusion for the decal with the walls imported, or bake ao into the diffuse. For the rest, I don't know if you are planning to add this for all buildings, but if you do it would be nice to keep a difference between rural buildings (farm, corral, storehouse etc) and city buildings, maybe even military and civil city buildings. The ones you've done already are looking much better now
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Why not just create a black/white texture with texture paint and use it as a mask? Seems way easier to me. If you want to combine more than two textures, use an RGB image as a texture mask.
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Are you sure that it's just the order of the props in the actor file which defines which is above? I had the same problem with my olive mill and changing the actor file didn't solve the issue, it just appeared different each time. I think instead of or additionally to blending out at the edges, you should cut along the gaps between stones. You could avoid the triangle stones at the edge of round decals for example. Also I think you should scale the tiles down, they are too dominant imo. To easily edit it I strongly recommend using masks in the material node shader if you're not doing so already.
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At the edge of the road decals, could you test how it looks if it's carved out along the gaps instead of blended out?
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looks nice! Would be cool if it plays a @#$%-a-doodle-doo sound when the rooster crowing animation is starting
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I like the walking, the feather-picking and tail-wiggling. The idle animation could be a little slower and with longer "staring-breaks". When bending down for pecking grains, only the neck and head should move, while the rest of the body stays more or less in position, not shifting its whole body. Hope it's not a problem with uv stretching then. The colour variations make it really cool. I think you could increase overall scale a little. Are you planning to add a rooster too? The chicken-carrying is a nice idea
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btw I just saw they got a nice collection of green screen videos with lions on that page too, for future purposes https://greenscreenanimals.com/search/lion#!
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Ah ok, I see. Btw feet look a lot better now than in the first post. Also it's nice if the feet are a little further away from each other than in the first post's idle animation. I remember that there have been discussions about scaling up the chickens for visibility, because they have a huge impact in early game, similar to grapes and berries, which are also out of scale. Also I think there is a tendency in 0 A.D. to weaken extreme scales, meaning scaling down bigger objects and scaling up smaller ones. I prefer realism but just saying someone might come with that. In the end it's a gameplay decision, not my field of studies. Perfect! Thanks a lot
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Thanks, much better in my opinion https://greenscreenanimals.com/footage/clip/1471/f/green-screen-video-of-chicken-walking-across-right-to-left I found a nice reference for an idle animation: https://greenscreenanimals.com/footage/clip/1468/f/green-screen-video-of-chicken-looking-forward-then-pecking-at-ground I'm not sure what you mean, I don't think you'd need a specific field of view for baking highpoly to lowpoly. But yeah, the lion could definitely use an upgrade :D
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true, sculpting isn't worth the time. Sometimes there are nice CC0 models from museums on sketchfab though: https://sketchfab.com/search?category=animals-pets&features=downloadable&licenses=7c23a1ba438d4306920229c12afcb5f9&type=models
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ah cool, that's a pretty straightforward workflow. I've been baking from 3d model to 3d model and from procedural texture to 3d model, but baking from a photography never came to my mind
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It's the wonder of the Anglo-Saxons, Church of Brixworth https://en.wikipedia.org/wiki/All_Saints'_Church,_Brixworth https://wildfiregames.com/forum/topic/22783-1000-anglo-saxons-all-saints-church-brixworth-wonder/#comment-336603
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I like the texture variations, how do you make them? What would you think about adding this to the walking animation too, so the head stays at one place for a second, then quickly moves foreward and we get the typical head bobbing walk, something similar to what pigeons do? Same for feeding, stabilized head for a few secs, then sudden fast head movement, or some neck stretching and stabilized view looking out for predators? Anyway, great work already!
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Cool to see you are back working on 0 ad art! Keep in mind chickens often need to hold their head in place for a while to see sharp. 00MXQO1tPYYnnvopyGzHYZLB7vcV0oq9ewfQ5z_ssTA.gif.mp4
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It's on mod.io, you can download it ingame in the mod menu.
