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Aeros last won the day on February 26 2019

Aeros had the most liked content!

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About Aeros

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    Primus Pilus

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    California, USA
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    Donator Indiegogo

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  1. Quixel is one of the cooler VFX asset libraries I've seen lately, available for Unity and Unreal Engine and more. Its having a greater role It has a large amount of assets available for free as well. I don't know whether its license allows it to be used in 0AD however this is an incredible resource I'm sharing for inspiration and technical direction for any artists here. https://quixel.com/megascans/library/latest Youtube also has tons of videos of how these are used in Unreal Engine and Unity for level design.
  2. Sorry friend! Thank you for correcting me in honest, credit to Bigtiger and stanislas69 and my questions directed to them
  3. Bigtiger, The coniferous forest biome you are working on looks really good, great attention to detail, and well done over all. My feedback is that there is a slight flat look to the texture, abit like warcraft style. One way I can think of to lessen a flat look is to imagine the sun and how it works on the asset. How does the light hit it, where does the shadow fall. How much of either of those are needed to give depth to a texture. Can I ask you to make a map in Atlas with your art assets to show them off? Can you make the gameplay fun and interesting
  4. asterix, Thank you for sharing that link and making me aware of your project. That looks great to me, that is seriously lush! Great work, and respect from my end. Your art work is good enough to be in the core game, have you contacted the team? Its not a mysterious prospect, just have a vision and a desire to see it through and say you are there for it. I want to speak candidly with advice, it is one thing to make artwork and assets, it is another thing to make an experience within a game. Your work is amazing and your dedication shows it. All I ask, is can you ma
  5. This is awesome I always intended to go back and do something like this, those first dead trees were quite crap and were just the same tree mesh but without the leaves geometry. I only comitted them because they were an extra art asset for almost no work. When I was working on this at the time we didn't have an art biome that those dead trees to fit in so it was back burnered to improve them. The result of your branch texture is really good, the only way to get it better is to give the trunks more geometry and curves IMO
  6. When I first designed some of the trees for the game, I was getting into the files of other games and looking at how they did them to learn from that and find motivation to try to do something better. Much of what low poly 3d work for games is how to make as good of an effect for as little resources as possible so that computationally the game can run in real time. Here is an old screenshot with the trees in question, they have probably been improved upon and modified since back then but are still in the game. https://en.wikipedia.org/wiki/Genie_Engine#/media/File:Magna-Graecia-Redu
  7. I'm interested if this find is of any resource to any programmers who might still be developing. Pathfinding and why we hit this lag one large maps with large amounts of units has perplexed staff since inception, and similarly perplexes programmers who have joined in their attempts to solve it. Despite computers being some 10-20 times faster than they were when the engine was first being developed, the pathfinding remains bottlenecked by some thread or function even today. Its clearly not an issue of a computer's performance. When the engine was first designed we were making it work on a penti
  8. This is like a ruler to help us measure the size of objects, use as reference to see the game's "tiles" that is built of, and to make sure the 3d models are correctly lining up with their intended size and footprint within the game. I.e. a unit takes up 1x1 tiles, a house 3x3 a town center 8x8 or whatever it happens to be per the design documents. In 3d software (at the time 3dstudio max) we'd have a similar ruler setup in our modeling environment so that we are exporting the models at the correct size for the game and making sure the scale is consistent between art assets.
  9. [edit] Sorry, carry on. I thought you two were bots.
  10. Welcome to the forums! There are some very talented artists who can turn out art relatively quickly, faster than the programmers can keep up with. Before the gameplay can be fine tuned, all the gears that it calls for need to be in working order, the rest is just stats. The majority of the process building this game is coding it to do everything the design asks for. Thats a lot. As the alpha grows, you'll start to see more of the civs. If you are learning to model, take a shot at making something Show it on the forums, nothing is stopping you and documentation exists on how to do all of this
  11. There is no reason Pureon's work shouldn't be the game. In the scenario design community we call this eye candy and use it to embellish the game world where-ever we can. I remember there is some design layed out for world ambient objects exactly for the purpose. We anticipate attempting to recreate the look of dense cities...Along these lines.... What would be very helpful is creating generic buildings out of the current art already used for the civs. They don't have to be much for starters, just a few simple shapes. This and any of the eye candy Puereon is making can go to designing cities f
  12. Just dropping in to say that you're doing GREAT things, Pureon Keep up the awesome, very happy seeing this
  13. Aeros

    A map

    Hmmmmmmmm I notice the main thing keeping these maps empty is a lack of easy to set up foliage and ground cover. half the biome art still isn't there
  14. That is really fresh Pureon! Really happy to see this. Having done hundreds of these in the past, a word of advice will be to catch a more dramatic angle of the shot, with the view brought down abit and tilted skywards (we call this POV, point of view). This will make the buildings look more proportional. Really like how you've got a city going on
  15. I seem to think that just a faster training time is enough too. If there was a resource discount, NO ONE would train in any other way other than batch training, since if they didn't they would lose to the person who did. I'm okay with saying 20% discount too, its not a major detail. We really could just not worry about it right now and have the whole squad pop into existance right outside the barracks. If this is tremendously easier thats what we should do and worry about polishing it later. I'm not sure our buildings are even scale enough to pull off units emerging from within them. Maybe o
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