Josh Posted December 20, 2013 Report Share Posted December 20, 2013 Here's a split of Age of Empires Online vs 0 A.D. to help compare and contrast: 1 Quote Link to comment Share on other sites More sharing options...
RoekeloosNL Posted December 20, 2013 Report Share Posted December 20, 2013 Dont look cartoony too me. looks really good if i may say so myself 1 Quote Link to comment Share on other sites More sharing options...
scroogie Posted December 21, 2013 Report Share Posted December 21, 2013 If I may say so as an outsider, I think the buildings look fantastic, you Art guys are really doing a splendid job. Whats described as "cartoonish" here could perhaps really be the colors / contrast / saturation. Maybe some of the textures are too perfect and could use some muckiness, and others could get toned down a bit. But I really think it looks great. You certainly know better than me, just my 2cts. 5 Quote Link to comment Share on other sites More sharing options...
Enrique Posted February 2, 2014 Author Report Share Posted February 2, 2014 Ptolemaic mercenary camp. Realtime capture with baked normalized AO. (it will be less dark ingame). White cloth is playercolor.Sightly bigger than a barracks, but smaller than a fortress/roman army camp. 3 Quote Link to comment Share on other sites More sharing options...
LordGood Posted February 2, 2014 Report Share Posted February 2, 2014 AAh I knew this would look awesome!I'd like to keep some white though, it gives a nice dose of contrast with the dark palisades. Quote Link to comment Share on other sites More sharing options...
Stan` Posted February 2, 2014 Report Share Posted February 2, 2014 Ptolemaic mercenary camp. Realtime capture with baked normalized AO. (it will be less dark ingame). White cloth is playercolor.Sightly bigger than a barracks, but smaller than a fortress/roman army camp.This. I want to learn. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted February 2, 2014 Report Share Posted February 2, 2014 (edited) Excelent. now we , its only left capture neutral building to implement this thing (Gaia ) to train mercenaries. Edited February 2, 2014 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
Enrique Posted February 7, 2014 Author Report Share Posted February 7, 2014 Market stalls for a revamped ptolemaic market. Standalone stalls will be also available as eyecandy props in atlas. Cloth texture is missing. Pic without AO: 3 Quote Link to comment Share on other sites More sharing options...
Stan` Posted February 7, 2014 Report Share Posted February 7, 2014 Market stalls for a revamped ptolemaic market. Standalone stalls will be also available as eyecandy props in atlas. Cloth texture is missing. Pic without AO:market stalls.jpgWow, just wow. Quote Link to comment Share on other sites More sharing options...
LordGood Posted February 8, 2014 Report Share Posted February 8, 2014 Those are gorgeous Enrique!Are the rugs decals? Quote Link to comment Share on other sites More sharing options...
Enrique Posted February 8, 2014 Author Report Share Posted February 8, 2014 Those are gorgeous Enrique!Are the rugs decals?Not yet, but I'll try it on the final composition. It's the best way to avoid clipping with the ground. I will also need to reduce the number of props of the big tent or polycount will be too high. Quote Link to comment Share on other sites More sharing options...
Enrique Posted February 10, 2014 Author Report Share Posted February 10, 2014 Concept draft for the new ptolemaic market: 4 Quote Link to comment Share on other sites More sharing options...
wraitii Posted February 10, 2014 Report Share Posted February 10, 2014 It'd look better if there was no building on the lower left, and only a free-standing tent, imo. Quote Link to comment Share on other sites More sharing options...
plumo Posted February 10, 2014 Report Share Posted February 10, 2014 I agree with wraitii, all these big empty walls are not so nice. But the composition is nice, maybe replace some stone side buildings with wooden tents. Quote Link to comment Share on other sites More sharing options...
Sighvatr Posted February 10, 2014 Report Share Posted February 10, 2014 (edited) I actually think it looks nice with the buildings because markets are usually crowded in between structures. If you go to a market in a suburbs or rural area, you see farmer and flea markets in an open tent. If you go to markets in Tel-Aviv, Jerusalem, or even places like La Paz in Bolivia, you see lots of markets crowded on streets. Smelly Medieval London had market stalls paralleling the streets. Since this game involves building an economy through phases of size, I think the city look of a market looks more appropriate. Edited February 10, 2014 by Sighvatr 2 Quote Link to comment Share on other sites More sharing options...
Romulus Posted February 10, 2014 Report Share Posted February 10, 2014 (edited) Hey Shadosk,That's an awesome design! I like it I'd say to add it as is to the game as a decorative building, and maybe we can make use of it in the future. You can zip the file and post it here and I'll add it to the game or, if you prefer, wait until I finish some changes I'm making to the texture to add some column variations. (adding two new capitels and a painted column variation for the temple).Please, be my guest to start working on the blacksmith. My guidelines will be that it must be a functional-looking structure (almost no decoration, like the houses), and following the "L" shape that the blacksmiths currenlty have. We use blender empties (We call them prop-points) to add things like fire, smoke... etcGood work so far! keep it up!Have you go an updated caption on those ponies of yours mounted? I'd love to see how they coming on.And sorry to be off topic here Edited February 10, 2014 by Romulus Quote Link to comment Share on other sites More sharing options...
Enrique Posted February 10, 2014 Author Report Share Posted February 10, 2014 Modified... Quote Link to comment Share on other sites More sharing options...
Stan` Posted February 10, 2014 Report Share Posted February 10, 2014 Is that fountain water texture in the the seuleucid buildings or just for demonstration purposes ? Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted February 10, 2014 Report Share Posted February 10, 2014 Modified...market concept 2.pngGood. Looks better. Quote Link to comment Share on other sites More sharing options...
Enrique Posted February 10, 2014 Author Report Share Posted February 10, 2014 Is that fountain water texture in the the seuleucid buildings or just for demonstration purposes ?Demonstration, there's a special material for water in the game, but it has no reflections. There are buckets with water in almost evert blacksmith and a lot of it around the Gardens.However, I'm not sure how accurate that fountain is... it seems they had fountains, but there aren't much references except a lion head. Quote Link to comment Share on other sites More sharing options...
wraitii Posted February 10, 2014 Report Share Posted February 10, 2014 If you put in a few props behind the tent imo it'd look quite perfect. Quote Link to comment Share on other sites More sharing options...
Stan` Posted February 10, 2014 Report Share Posted February 10, 2014 Demonstration, there's a special material for water in the game, but it has no reflections. There are buckets with water in almost evert blacksmith and a lot of it around the Gardens.However, I'm not sure how accurate that fountain is... it seems they had fountains, but there aren't much references except a lion head.Yeah I know, even in the eyecandy there are not much references... I'll start working on the fountains when I'm done with foundations because I need to improve my skills in marble texturing, and it's time hungry.Btw is that tissue a cloth modifier or something ? I've seen that long time ago in max, but never really used it.If you put in a few props behind the tent imo it'd look quite perfect.I agree although I'm not well placed to give advices Quote Link to comment Share on other sites More sharing options...
Enrique Posted February 11, 2014 Author Report Share Posted February 11, 2014 Btw is that tissue a cloth modifier or something ? I've seen that long time ago in max, but never really used it.Yes, It was done with cloth simulation, then I sculpted some cute wrinkles by hand and made stronger the ones created with the cloth, then simplified the mesh to be lowpoly, then baked the normals from the hi-res to the lowpoly and finally the textures. I made a bunch of texture variations, you can see them in the stalls that are already in atlas, this red cloth is just for visualization.I tried with a custom decal, if it's too intrusive I'll simply go with the standard sand-dirt with the carpets baked so they do not clip in uneven terrain.EDIT: changed the screenshot 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted February 14, 2014 Report Share Posted February 14, 2014 Looking nice with maxed out graphics. How did you made the falling water ? 1 Quote Link to comment Share on other sites More sharing options...
wraitii Posted February 14, 2014 Report Share Posted February 14, 2014 I'll repeat myself, but I'm actually amazed.(well except maybe for the gravel. Don't we have a better decal texture?) Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.