marga_ Posted October 1 Share Posted October 1 I'm a 3d general Artist, I have experience with 3D modelling, UV unwrap, hight-poly/low-poly asset, and I know how to use Krita/Photoshop 4 Link to comment Share on other sites More sharing options...
Stan` Posted October 1 Share Posted October 1 Do you have a portfolio ? Or anything you'd like to improve / work on on the game ? Welcome 1 Link to comment Share on other sites More sharing options...
marga_ Posted October 5 Author Share Posted October 5 here is my portfolio https://www.Artstation.com/Margab I'd like to help with props/characters/environment 2 Link to comment Share on other sites More sharing options...
Lopess Posted October 5 Share Posted October 5 Congratulations, you are very talented! Obs: The correct link uses lowercase letters. https://www.artstation.com/margab 1 Link to comment Share on other sites More sharing options...
Nicolaus_von_Kues Posted October 6 Share Posted October 6 is a very high level that you have. 1 Link to comment Share on other sites More sharing options...
Stan` Posted October 6 Share Posted October 6 You should check https://gitea.wildfiregames.com/0ad/0ad/wiki/BasicAnimationImplementation and https://gitea.wildfiregames.com/0ad/0ad/wiki/Basic3DImplementation depending on how technical you are. Do you have prefered means of communication ? 1 Link to comment Share on other sites More sharing options...
Nicolaus_von_Kues Posted October 6 Share Posted October 6 (edited) There are 2 things we don't have in the game. Renders for the campaign. Stylo AoE or older games that used them to decorate campaign menus. The other thing is actor modeling and new models. And the other thing is combat animations. We don't have animations with two-handed swords or unconventional weapons. Animations with Halberds Edited October 6 by Nicolaus_von_Kues 1 Link to comment Share on other sites More sharing options...
marga_ Posted October 6 Author Share Posted October 6 thank you for the info. I'll start from the top: Renders to decorate for the campaign menus. Is there any requirements/suggestions/desire?: Stylo AoE or older games (camera angle, painted style)? Objects? (book, sorrow, bowl,ancient bottles) / essential items? Quantity? is there a guide line/story to follow? Link to comment Share on other sites More sharing options...
Stan` Posted October 6 Share Posted October 6 Sadly, no, there isn't which is why I don't think it's a good first task. For the animations you can use this blend https://trac.wildfiregames.com/browser/art_source/trunk/art/meshes and animations/skeletal/biped_meshes_and_animations.zip 2 Link to comment Share on other sites More sharing options...
Atrik Posted October 6 Share Posted October 6 Hi @marga_, I'm only seeing mention of animations from @Stan`, not from you, so I'm not sure if I missed something.. I think they are a different skillset then modeling? However if you are actually into animations I would love for you to consider helping with some that would heavily enhance : With the above, units can be kicked away, staggering, and they can charge (attack while moving, or attack while turning). Each of them would look so much nicer with proper animations! If this is something that get your interest, it could be very helpful. 3 Link to comment Share on other sites More sharing options...
Stan` Posted October 6 Share Posted October 6 Indeed! my bad if that's the case. Some new vegetation might be nice I know @nifa had some stuff, maybe they also have buildings in mind 1 Link to comment Share on other sites More sharing options...
marga_ Posted October 6 Author Share Posted October 6 (edited) I see... I'm not an Expert in Animation but I do know something, so, I'm happy to help. I'll start from the first one, so should I only improve the animation file or I should add animation using this reference https://www.youtube-nocookie.com/channel/UCeK9WgRPUD5eOVZW-fCFBYg (I suppose), if it is the second one, should I randomly choose pose and movements or do I have some more indications? Edited October 6 by marga_ Link to comment Share on other sites More sharing options...
Nicolaus_von_Kues Posted October 7 Share Posted October 7 12 hours ago, marga_ said: I see... I'm not an Expert in Animation but I do know something, so, I'm happy to help. I'll start from the first one, so should I only improve the animation file or I should add animation using this reference https://www.youtube-nocookie.com/channel/UCeK9WgRPUD5eOVZW-fCFBYg (I suppose), if it is the second one, should I randomly choose pose and movements or do I have some more indications? What do you enjoy doing? What do you feel allows you to reach your full potential? Link to comment Share on other sites More sharing options...
marga_ Posted October 8 Author Share Posted October 8 I could use some practice in animation... I improved the Run-animation, if useful I can continue animating. (were should I upload the files?, here?) 0.A.D Body Meshes And Animations.002.zip Link to comment Share on other sites More sharing options...
Stan` Posted October 8 Share Posted October 8 Can you provide a small gif of before after ? Link to comment Share on other sites More sharing options...
marga_ Posted October 8 Author Share Posted October 8 of course before-after0001-0209.mp4 7 1 Link to comment Share on other sites More sharing options...
marga_ Posted October 9 Author Share Posted October 9 Corrections? Tips? I couldn't fix the front bag, It doesn't follow the rig... is that important? Link to comment Share on other sites More sharing options...
Perzival12 Posted October 9 Share Posted October 9 (edited) On 8/10/2026 at 8:24 AM, marga_ said: of course before-after0001-0209.mp4 Maybe make the hat slide/bounce on his head a tiny bit? Otherwise that looks amazing. Edited October 9 by Perzival12 Link to comment Share on other sites More sharing options...
Stan` Posted October 9 Share Posted October 9 You might try to look at it from a game angle too to see if it's visible enough. Also there are many run animations, this one is only used in a mod called pyrogenesis 1877 which is misisng a lot of building and unit assets Link to comment Share on other sites More sharing options...
Nicolaus_von_Kues Posted October 9 Share Posted October 9 2 hours ago, Perzival12 said: Maybe make the hat slide/bounce on his head a tiny bit? Otherwise that looks amazing. In theater where the spectator is far away, movement must be exaggerated to be appreciated well; this applies to the visual aspect in video games. The animation should be more exaggerated and less realistic. Link to comment Share on other sites More sharing options...
mesm Posted Saturday at 06:35 Share Posted Saturday at 06:35 Agreed. Will exaggerate. Thanks! Link to comment Share on other sites More sharing options...
Stan` Posted Saturday at 09:46 Share Posted Saturday at 09:46 On 06/10/2026 at 8:19 AM, Stan` said: Do you have prefered means of communication ? @marga_ Link to comment Share on other sites More sharing options...
marga_ Posted Saturday at 18:40 Author Share Posted Saturday at 18:40 (edited) improvements: Escalate the general animation Add Head and Hat bouncing Improved foot path Amplified cape swing Amplified general run bouncing before-after.20001-0210.mp4 Edited Saturday at 18:48 by marga_ 2 Link to comment Share on other sites More sharing options...
Stan` Posted 1 hour ago Share Posted 1 hour ago I'd like to get these three animals finished up for 0 A.D. Each one should have its own issue, covering the model, rig and animations. For each animal, we need six animations: idle, walk, run, attack, feed and death. Each animation should be a separate Action in Blender and exported to its own .dae file. Walrus Mesh: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/meshes/skeletal/walrus.dae Texture: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/textures/skins/skeletal/animal_walrus.dds Reuse the existing mesh and texture if possible, but the walrus needs a new rig. The camel rig can be used as a reference: https://trac.wildfiregames.com/browser/art_source/trunk/art/meshes%20and%20animations/skeletal/animals/camel/camel_animations.zip Animations needed: Idle Walk Run Attack Feed Death Muskox Mesh: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/meshes/skeletal/muskox.dae Texture: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/textures/skins/skeletal/animal_muskox.png Entity: muskox.xml Same idea as the walrus: reuse the existing assets where possible, but make a new rig based on the camel rig reference. Animations needed: Idle Walk Run Attack Feed Death Dragon Mesh: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/meshes/skeletal/dragon.dae Texture: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/textures/skins/skeletal/animal_dragon.dds The dragon needs at least a new mesh, along with a rig that works for it. New textures are fine too if the existing ones aren't suitable. Animations needed: Idle Walk Run Attack Feed Death Camel The camel is a bit special, we have the mesh A few things to keep in mind Keep one material per mesh, and pack the textures into the .blend file. When exporting the animations, remove the material from the export setup so the .dae files don't end up with texture paths. One blend per animal LODs would be nice to have, but they're optional. To import DAEs in recent blender versions you need to enable the plugin If you want something different it would be nice to have this building made in modular pieces. I had started but never finished Villa-of-the-lions-in-ostia-antica.blend 3 Link to comment Share on other sites More sharing options...
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