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===[COMMITTED]=== Judean Slinger


wackyserious
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  On 03/08/2019 at 4:46 PM, wackyserious said:

Yeah, still deciding if we will use the turban prop from Millennium AD or create a new mesh for it. Arab javelineer will also have native visuals.

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Good point, there are several turbans in many cultures....

Here we have two peoples.

https://en.wikipedia.org/wiki/Sudra_(headdress)

https://en.wikipedia.org/wiki/Tagelmust

https://en.wikipedia.org/wiki/Hejazi_turban

@Sundiata you know about this "Litham" headgear?

https://en.wikipedia.org/wiki/Litham

Other 

https://en.wikipedia.org/wiki/Bisht_(clothing)

https://en.wikipedia.org/wiki/Biblical_clothing

https://en.wikipedia.org/wiki/Kippah

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  On 03/08/2019 at 5:21 PM, Lion.Kanzen said:

@Sundiata you know about this "Litham" headgear?

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Yeah, variations of it are quite common along the entire Sahara and Sudanic Belt, from Southern Morocco, Mauritania, Senegal in the West, through Mali, Burkina Faso, Southern Algeria, Niger, Northern Nigeria, Southern Libya, Chad, Northern Central African Republic, Sudan, Egypt and parts of the Levant and Arabian Peninsula. Probably has many different names in many different languages. People like Tuareg, Sanhaja and other Berbers (Imazighen), African Arabs (like the Baggara), Egyptian, North African and Middle Eastern Bedouins, Toubou, Zaghawa, Kanembu, Fulani, Hausa and others wear variations of it (some more ornate than others). Mostly worn by nomadic cattle herders and long distance traders, or aristocratic cavalry people. Mostly Muslims wear it, but as the wiki page you linked suggests, I'm also convinced that the look predates the advent of Islam by a long time. 

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Edited by Sundiata
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  On 03/08/2019 at 11:24 PM, wackyserious said:

@LordGood @Enrique This is a shield mesh created by @Alexandermb from Millennium AD which was also used in DE for the Semitic units. Would you recommend this for the standard game or is the tri count too much and not ideal for implementation?

080419 - Shield Mesh.jpg

 

 

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I can reduce the poly amount.

Heres an example: 254 tris for an aspis test shield im working having front/back and as prop the handgrip

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  On 03/08/2019 at 11:24 PM, wackyserious said:

@LordGood @Enrique This is a shield mesh created by @Alexandermb from Millennium AD which was also used in DE for the Semitic units. Would you recommend this for the standard game or is the tri count too much and not ideal for implementation?

080419 - Shield Mesh.jpg

 

 

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Time to starting a minifaction topic.lol. Later full faction.

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I don't know the ranges you're working on in terms of polycount numbers now, but ~350 tris for a shield prop seems to high imo. (unit body mesh has ~750) Either way, programmers are who should know better to put contraints on art assets. The texturing work on these new props is good, so you don't have to rely so much on polygons to make it look good.

This also relates with the texel density (texture resolution based on area covered by the texture) of the new shield/props you guys are making compared with the body unit textures.

Here's an example of how crisp and detailed the new shields look compared with the skin/tatoos/heads of the unit textures:

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If you want to alleviate the disparity between texel density without decreasing resolution of new props, you may try scaling up unit textures accordingly using software that uses AI when scaling up images to enhace details that is getting so popular to remaster old games textures and such. Here's an article with examples:

https://petapixel.com/2017/10/31/website-uses-ai-enhance-photo-csi-style/

I think it is worth if you don't want to manually enhace all unit textures ingame. At least doing some tests to compare.

Cheers!

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@Enrique I tried to update the art design document in the past months (For future contributions from an art school in Rennes) updated links updated the pipeline created a page about footprint standardizations

https://trac.wildfiregames.com/wiki/ArtDesignDocument

And created a few subpages to make it more readable

https://trac.wildfiregames.com/wiki/ArtPolyCountGuidelines

You might want to update it or create a thread about making reasonable polycounts :) you have more experience than me on that matters.

Still there is the question of drawcalls that are huge these days and we only have what @wraitii started. I believe art performance might be an issue in a A24. (Ships, gaul and brit blacksmith, gaul barracks)

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