MrLux Posted March 12, 2021 Report Share Posted March 12, 2021 @wowgetoffyourcellphone Is there already a texture set for the suedi civ, or does it need to be done ? 1 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 13, 2021 Report Share Posted March 13, 2021 10 minutes ago, MrLux said: @wowgetoffyourcellphone Is there already a texture set for the suedi civ, or does it need to be done ? There are already some designs that I made but I don't know which textures you mean, For buildings and textures would be necessary. Although also if you think you could improve my textures in case they have not l pleased to wowgetoff... Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted March 13, 2021 Author Report Share Posted March 13, 2021 8 minutes ago, MrLux said: @wowgetoffyourcellphone Is there already a texture set for the suedi civ, or does it need to be done ? Currently, the Suebian buildings use these textures from Millennium AD: structural/norse_struct.png structural/norse_roof_b.png But if you want to you can make a new custom one (preferred). 1 1 Quote Link to comment Share on other sites More sharing options...
MrLux Posted March 13, 2021 Report Share Posted March 13, 2021 I'll start modeling the buildings this weekend, get a general feel. I was talking about those textures, https://trac.wildfiregames.com/browser/art_source/trunk/art/textures/skins/structural/celts/celttexture.jpg An atlas that civ use to make the assets consistent. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted March 13, 2021 Author Report Share Posted March 13, 2021 1 Quote Link to comment Share on other sites More sharing options...
MrLux Posted March 13, 2021 Report Share Posted March 13, 2021 Spoiler Just now, wowgetoffyourcellphone said: That's from norse one I presume ? What about the screenshoot you did, are those building the norse ones ? I'm still going through the thread, was there someone that already contributed some 3d assets ? Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted March 13, 2021 Author Report Share Posted March 13, 2021 2 minutes ago, MrLux said: That's from norse one I presume ? Correct. 2 minutes ago, MrLux said: What about the screenshoot you did, are those building the norse ones ? I'm still going through the thread, was there someone that already contributed some 3d assets ? Those are "Norse" buildings from Millennium AD that I have commandeered to use in Delenda Est as stand-ins for Suebian buildings. They look nice and are good for now until someone wants to make custom models for the Germans. They can definitely serve as inspiration. Quote Link to comment Share on other sites More sharing options...
Lopess Posted March 13, 2021 Report Share Posted March 13, 2021 Please consider taking into account the @Obskiuras concept designs, they look really good. 2 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted March 13, 2021 Author Report Share Posted March 13, 2021 1 hour ago, Lopess said: Please consider taking into account the @Obskiuras concept designs, they look really good. Yes, the first post is a good reference for structures @MrLux. The mod also needs new head models: Quote Link to comment Share on other sites More sharing options...
MrLux Posted March 14, 2021 Report Share Posted March 14, 2021 Hey, As a work in progress update, there you have screenshots of the blockout phase. Many thanks to all your references and for the work @Obskiuras. Nothing better than good concept art to be efficient in modeling. Spoiler It's going to be faster and faster as I'm doing a modular approach, so each building becomes easier. Once all will be done, I'll do the texture atlas to have a good feeling of the whole. Even if it's a wip you are welcome and encouraged to add your grain of salt. Like, I thing pointy palisade are better as per @Lion.Kanzen (I think?) recommendation for the great hall. And after 'finishing' the Civ Center, I'll try to make a version larger in Y (green axis) and shorter. It may be better. Of course, here the blend. in case the volcano goes off. sueban_buildings_blockout.blend 4 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted March 14, 2021 Author Report Share Posted March 14, 2021 For eye candy shields, it would be awesome to just place some prop points ("empties") where we can just use the shields already in the game. That way they can have proper actor variation and all that cool stuff. The shapes are looking good. Quote Link to comment Share on other sites More sharing options...
Ultimate Aurelian Posted March 14, 2021 Report Share Posted March 14, 2021 (edited) Not sure if great hall should have two floors with windows; maybe something more like this other concept art? On 22/05/2020 at 9:18 PM, Obskiuras said: Suebian especial buiding Edited March 14, 2021 by Ultimate Aurelian 1 Quote Link to comment Share on other sites More sharing options...
MrLux Posted March 14, 2021 Report Share Posted March 14, 2021 It's interesting. Do you have a particular reason for no 2 floors ? Quote Link to comment Share on other sites More sharing options...
Ultimate Aurelian Posted March 14, 2021 Report Share Posted March 14, 2021 (edited) 2 hours ago, MrLux said: It's interesting. Do you have a particular reason for no 2 floors ? At least from the references i have; it does not seem like something iron age Germanics really used. So probably better to avoid it, except maybe for fortress. Edited March 14, 2021 by Ultimate Aurelian Quote Link to comment Share on other sites More sharing options...
MrLux Posted March 16, 2021 Report Share Posted March 16, 2021 Hey ! The works is going steady. I would like to confirm some scales for buildings. I referred Art and Scale The Civ center(CC) is 32m32 (on a blender scale of (1m = 1 unit) and it seems to be the correct scale on the engine with other buildings. However, for the CC I feel 32 is a bit too large. And for the temple. it's 28m28 and it's a bit too small to put the stone circle in the front. For now it's on the side. The defense tower, it feels a bit small. I wonder if 8m8 is a bit small with an house 12m12. Side to Side Spoiler Barrack Spoiler CivCenter Spoiler House 01 Spoiler House 02 Spoiler House 03 Spoiler Temple Spoiler Tower Defense Spoiler Workshop Spoiler 7 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 16, 2021 Report Share Posted March 16, 2021 stables and archery range are now required. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted March 17, 2021 Author Report Share Posted March 17, 2021 40 minutes ago, MrLux said: Workshop Hide contents Workshop mixed up with Temple? 40 minutes ago, MrLux said: Temple Hide contents Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted March 17, 2021 Author Report Share Posted March 17, 2021 Defense Tower I would just make straight up and down at the bottom instead of angled. It would be 100% wood, with no stone base, unlike the Gallic tower. Temple doesn't necessarily need the stone circle. You could make it wider to take up more area. One of the few temples to be wider than deep, in contrast to all the others which are either deeper or square. The 3 houses don't look to scale with each other. House #2 looks correct scale, so scale the other 2 houses to that one. BTW -- We prefer 4 house variations since so many houses are built. The Civic Center actually looks really good. The Barrack looks a little big in scale. The doorway looks like it needs to be bigger and the wooden palisade should be taller. That should make the structure look a little smaller in comparison. Siege Arsenal looks great. Maybe put the palisade along the back sides and leave the front corner more open (like the other Siege Arsenals in the game). Great work so far! Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted March 19, 2021 Author Report Share Posted March 19, 2021 Quote Link to comment Share on other sites More sharing options...
Ultimate Aurelian Posted March 21, 2021 Report Share Posted March 21, 2021 (edited) The clothing is pretty good i think. But the shield is weird; not like other references i have seen. And he seems to have small darts on his arm for some reason. Edited March 21, 2021 by Ultimate Aurelian 2 Quote Link to comment Share on other sites More sharing options...
Genava55 Posted March 21, 2021 Report Share Posted March 21, 2021 The sword, the shield boss and the javelinheads are wrong for a 1st century AD warrior. I don't think it is based on real references. 3 Quote Link to comment Share on other sites More sharing options...
MrLux Posted March 22, 2021 Report Share Posted March 22, 2021 Hey again ! Thank you for the feedback, I've made the changes. I did swap temple and workshop, but it's good that the buildings speak for themselves nonetheless. I'll tale a break of some days on this to cleance my palate and go back for the second wave. So changelog: New blockouts: Cavalry Stable Archery Range Wall Gate, Wall Section and Wall with Towers. Greathall (new version) Mesh modification: Tower defense as wooden straight base. Scale of houses seems to be an effect of the screenshot, explanation under. Temple was made wider, but I kept the stone circles. It's quite appealing and iconic (if not as accurate) of germanic faith. Also runic stones will be fun to texture. Textures: Added a basic color palette. It's going to help get a feel of the cohesion and help me along the line to map the uv. It may seem to cartoonish/lowpoly stylised but it's a work in progress. The more models/parts I add the more refined this texture will be and then when I'm sure of the final result I will make a uptostandard version via substance. Points of discussion: The workshop has a ram in the concept art. I would very much like to add it, but: I was lazy to get historically accurate references for the type of siege engine of this civ, and I did not find the original mesh of the engine of the celts or gauls. If someone would be so kind to point them to me (references or the mesh). The archery range is a bit empty, and it's the biggest case from the concept art problem. Once modeled to scale they are not as cramped. There is two solutions: add eyecandy in the mesh or bolsterise everything. Note post_render: so I went back to compare and I found that my models are on the realistic scale side. I'll remake them to fit the greater scale of the others civs meshes. The Current work updated: Civic center Spoiler Houses: To scale with others in engine: Spoiler Spoiler House 1 House 2 House 3 (as a blockout, ignore the little imperfections, as they will be smoothed out by hand with the final model.) Barrack: Spoiler Great Hall (new '1 floor' version) Spoiler The totems are not colored due to being still a modified mesh version (I would need to collapse them, wish is not worth the time to a simple screenshot) Tower Defense, version with stone pyramid base and straight wood. The stone version comes from the concept arts of @Obskiuras. Don't know if they were instead meant for late goth civ. Spoiler Temple ( As I said I kept the stone circle because I like it, but it would be easy to remove if that's the final strong opinion) Spoiler The walls and gates Spoiler with gatewith tower alonemiddle section Workshop (lacking a ram, I still made some wheels. I'm thinking of adding more miscellanious parts to enhance the 'artelier' fell). The stone path for now a mesh, but it will be baked as a decal on the later stages. Spoiler Stables (horse is for embellishment sake, from a personal model.) ... ok, ignore the wall near the trough, seems to be a mirror mistake. Spoiler Archery Range Spoiler The files: suebian_house_wip.rarsueban_buildings_blockout.blend sueban_buildings_blockout.blend 7 2 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted March 22, 2021 Author Report Share Posted March 22, 2021 I would say to help with scale, just make sure the doors are the same size as the other civs. I think this all looks great. I think the arch range looks a little big. A for the stable I think you can get rid of the little section on the left. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted April 6, 2021 Author Report Share Posted April 6, 2021 Heroes? Need at least 3, up to 5. Ariovistus Leader of the Suebi and other allied Germanic peoples in the second quarter of the 1st century BC. He and his followers took part in a war in Gaul, assisting the Arverni and Sequani in defeating their rivals, the Aedui. They then settled in large numbers into conquered Gallic territory, in the Alsace region. They were defeated, however, in the Battle of Vosges and driven back over the Rhine in 58 BC by Julius Caesar. https://www.wikiwand.com/en/Ariovistus Maroboduus King of the Marcomanni, who were Germanic Suebian people. He spent part of his youth in Rome, and returning, found his people under pressure from invasions by the Roman empire between the Rhine and Elbe. He led them into the forests of Bohemia, adjacent to the Quadi who already lived nearby, and established a large alliance. https://www.wikiwand.com/en/Maroboduus Arminius Was a Roman officer and later chieftain of the Germanic Cherusci tribe who is best known for commanding an alliance of Germanic tribes at the Battle of the Teutoburg Forest in 9 AD, in which three Roman legions under the command of general Publius Quinctilius Varus were destroyed. His victory at Teutoburg Forest would precipitate the Roman Empire's permanent strategic withdrawal from Magna Germania. https://www.wikiwand.com/en/Arminius Thinking putting him into the Sueabian mercenary camp, since he wasn't technically a Suebian. Who else? 2 Quote Link to comment Share on other sites More sharing options...
Ultimate Aurelian Posted April 6, 2021 Report Share Posted April 6, 2021 (edited) 4 hours ago, wowgetoffyourcellphone said: Heroes? Need at least 3, up to 5. Ariovistus Leader of the Suebi and other allied Germanic peoples in the second quarter of the 1st century BC. He and his followers took part in a war in Gaul, assisting the Arverni and Sequani in defeating their rivals, the Aedui. They then settled in large numbers into conquered Gallic territory, in the Alsace region. They were defeated, however, in the Battle of Vosges and driven back over the Rhine in 58 BC by Julius Caesar. https://www.wikiwand.com/en/Ariovistus Maroboduus King of the Marcomanni, who were Germanic Suebian people. He spent part of his youth in Rome, and returning, found his people under pressure from invasions by the Roman empire between the Rhine and Elbe. He led them into the forests of Bohemia, adjacent to the Quadi who already lived nearby, and established a large alliance. https://www.wikiwand.com/en/Maroboduus Arminius Was a Roman officer and later chieftain of the Germanic Cherusci tribe who is best known for commanding an alliance of Germanic tribes at the Battle of the Teutoburg Forest in 9 AD, in which three Roman legions under the command of general Publius Quinctilius Varus were destroyed. His victory at Teutoburg Forest would precipitate the Roman Empire's permanent strategic withdrawal from Magna Germania. https://www.wikiwand.com/en/Arminius Thinking putting him into the Sueabian mercenary camp, since he wasn't technically a Suebian. Who else? This one was mentioned earlier in the thread, i think he would be a good choice. Ballomar Leader of the Marcomanni. At first a Roman client ruler; during the first Marcomannic war he formed an alliance with other Germanic tribes and invaded Italy. https://www.wikiwand.com/en/Ballomar In another thread i posted references for how heroes could be equipped; linking here for convenience (Idea was that Ballomar had more Germanic equipment; while Ariovistus is more Celtified and the other two have looted Roman gear) On 03/05/2020 at 3:37 PM, Ultimate Aurelian said: Posting some possible references for Suebian Heroes (Based on your Gaul hero post). Ariovistus: Reveal hidden contents Port helmet (Horned?) Chainmail and hexagonal shield: Celtic Long sword: Maroboodus (Marobodwos ?): Reveal hidden contents Shield and Griffin helmet based on Portonaccio Sarcophagus: Spatha Kemnitz Muscle Cuirass: Or scale armor: : Ballomar (Reconstructed as celtic Ballomaros, possibly germanic Baldomarijaz ?) Reveal hidden contents Simple helmet with fur covering or horns: Rectangular shield (As above) Leather Armor: Vimose Mail Shirt: Fur cape: Heavy thrusting spear: Arminius could be a fourth option (Mercenary hero?) Reveal hidden contents Masked helmet from Kalkriese: Similar helmet from Batavian burial modified with a straw wig Lorica Hamata, armed with Roman sword or cavalry Spear : Roman Oval Equestrian or Auxilia shield: Edited April 6, 2021 by Ultimate Aurelian 1 Quote Link to comment Share on other sites More sharing options...
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