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Gen.Kenobi

WFG Retired
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Posts posted by Gen.Kenobi

  1. Also, that pillar looks rad. Is it normal/parallax mapped? I hope it will be.

    Yeah, 26.764 polys for a single pillar is overkill, even if it's a wonder. :P So I believe it'll be normal mapped the right way! Right from the high-poly model baked into a low-poly one! It'll look awesome!

  2. I'm ok with a historical setting, but I'm not sure if it'll be too boring and constraining. Maybe we could spice it up by taking elements of various ancient civilisations and mixing them in interesting ways, creating a new world that resembles our own but has its own history and lore.

    I think "What-if" Scenarios could really work out. Or a complete new similar world could be created. I believe the idea of making somesorta of ancient RPG was just to recycle some art and elements from the current game, I suppose. That doesn't means It can't get futuristic in a Space-Opera style (what I would really enjoy :P )

  3. Of course I was just suggesting a theme. I believe we can get a realistic and nice game without the need of magic and supernatural powers.

    Also, the backstory is really important if you want to make it believable for the player. See MassEffect, per example. It had such an amazing backstory that the player could really feel that happened before and what was happening at the moment of the game was just a continuation. So yes, the story is really important. No matter how "realistic" would it be - history-wize. You can have a good story, without the need to make it completely historic. And without supernatural elements :P

  4. Or you can discover you are a forgotten nobble, trying to earn your value, and your lands back, with victories in the battlefield. You build alliances, you siege cities, you slave villagers and, most important, you play with other nobbles to help each other pursue the same quest, and when you get there, you can betray everyone in a Free-for-all style or you can fight them off and hold your own nobility for yourself.

    Of course there should be seveeal NPCs, with AI to help you out, kinda like ST:O away team, and the Bridge Officers.

  5. Hmm... If we're going to stick with the grid, we're going to need High-Quality textures... I mean, specially for nature objects like Rocks. With units and buildings I have to agree with you. You'll never see UVs outside the UV area, mostly because these textures are not seamless :) If they were, maybe we would see that more ;)

  6. Yeah, the rocks still need to be optimized.

    Well, I personally don't see problems with the use of UV outside the image area. I've always used it for seamless textures on my Blender projects... Not sure why we would get problems from that.

    Anyways, hope you all enjoy the video:

  7. Nice start out there buddy!

    However to get nice looking rocks, you must not work on a single mesh. To create rock formations you must work mostly with primitives. Add several cubes, scale them around, place them above each other. Them you can start doing some minor edits, in order to get the effect. Or do a template rock, them start duplicating and editing it a bit.

    I'll record a timelapse video tonight - If I get home early :P - So you can see how I do it. (I'm not the best, there could be some better ways around, but I'll show off how I do it :) )

    Hope that will help :)

    I'll model your reference if you let me hehehe :P

  8. Making normal maps isn't hard at all. The problem is making them look right. You have the influence from the map, and the one that you can tune within the game - at least in Blender we can do that, did you add the influence tuner to the textures tab, myconid? :P

    Just download Xnormal, and start the conversion :)

    http://www.xnormal.net/Downloads.aspx

    Or you can get a Gimp plugin that also does the job.

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