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Gen.Kenobi

WFG Retired
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Posts posted by Gen.Kenobi

  1. Tons of duplicated vertices, unneccesary geometry (over-triangulate), messy topology with several poles (even more than 6 edged-poles)

    And the lack of UV unwrapping :(

    That's why, seeing that how talented you already are with modelling, LordGood, is that I urge you to try to take some time to learn Blender to make everything easer for everyone. It would be a shame to not use your awesome models, but I guess it would also be bad the huge amount of re-work that Enrique or someone has to do to fix Sketchup's issue.

    I already directed you to some basic Blender tutorials on this thread. If you could take a few hours to try it, we would all be glad. :)

  2. I know Zaggy is already making the new biped skeleton, but just in case, I link here an advanced armature done by the guys at BlenderCookie, it seems more advanced than we'll probably need but It may come handy to take a look to their setup and such.

    It's licensed by CC-BY-SA 3.0: http://cgcookie.com/...x-rig-download/

    Unfortunately it's not suitable for games... As Jonathan said himself: "The rig is not meant for game animations as the character is not optimized for games and many of the custom controls and such will not work in game engines. The character/rig is developed and intended as an animation learning tool."

    Anyways, is the new rig already codded ingame - I mean within the skeleton.xml file?

  3. Josh, I like the way you planned your market. It's "closed" but also open, what looks really nice. Maybe you could do as Ludo suggested or even better try to put more tents outside, crating two different areas for the same market.

    Or you could put the tents inside the "cover" structure.

    It is reminding me somehow of Assassins Creed 1, or even the Grand Bazaar Map on BF3. :)

    I, personally, like it.

    Since the engine is flexible, we can always have two variations for the same market, like we have with houses and stuff.

  4. Hey Diogo!

    Thank you again for applying to work with us! However, right now, since we're open-source, we're using the open-art development way. What does it means? It means that you can already jump into a task at the Art Development Forum and start working and posting your results on the forums so everyone can see what you've been up to. Don't forget to take a look at our Art Design Document (although some parts are outdated)

    Best of luck and I look foward to see your work!

    - Daniel

  5. Hey guys!

    I don't know if it's possible due the need of scripting, but what about some CBA maps? It could really look cool and it would be awesome in MP. I remember the good 'n old days of AoC and playing the same match for about 3 hourse of pure mayhem :)

    That would be really fun!

  6. First, I'm not Kemobi. It's Kenobi :P

    Seccond, there are plenty of games that pictured bare-breasted woman, and they werent pictured as the "adventure game with topless women". I can start naming of a few to you: God of War, Mass Effect (with even sex scenes), Heavy Rain, Godfather 2, and I can keep the list going down if you wish.

    It's a matter of if we're going to get reconized by doing an excelent game or if we're going to let minor stuff like that be the main "seller".

  7. That's unfortunate... Hmm..

    Amish, isnt that happening because of the .mtl not being there? You should try with the new file he post, if you havent yet. I'd give it a try myself, but I don't have blender installed atm.

    If nothing works, peharps you could model in Sketchup but UVw on Blender, LordGood?

    Or someone in the team will do it for you :P But it would be nicer if you could, hehehe, UVw is a pain to everyone - at least to me. :P

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