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3D Modelers and Texture artists- Marga


marga_
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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.

90b592a76c052dc1fc1cb03183332240d8ea12a1.thumb.jpeg.7a3dab9f500542c45137f65683067c11.jpeg

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images_1a10fe28638.jpeg.07c543d845592db434a2e1e148e96afa.jpeg

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 by Nicolaus_von_Kues
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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?
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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.

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Posted (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 by marga_
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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?

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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

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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.

 

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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

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

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

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

image.jpeg

Villa-of-the-lions-in-ostia-antica.blend

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