Genava55 Posted May 1, 2021 Report Share Posted May 1, 2021 10 hours ago, m7600 said: Does this wall make sense? Good job. This is a good compromise between accuracy and game design. Personally I approve. 1 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 1, 2021 Report Share Posted May 1, 2021 I've often failed to do this @m7600 but try to make the roof tile size consistent across levels Keep up the good work! As for the texture If feel like it might be a bit more orange / clayish Quote Link to comment Share on other sites More sharing options...
hyperion Posted May 1, 2021 Report Share Posted May 1, 2021 12 hours ago, m7600 said: Meanwhile, what do you think of this work in progress for the new version of the fortress? I think it sucks. @Stan` made some really awesome buildings for the Han and I'm just butchering them. There are several points that can be made. If it's rammed earth, there is no greenish stone stripe at the bottom as decoration Walls usually don't have roofs, except for lookouts which are meant to be always manned as roofs get into the way as well as are a risk by themself. The inner side of rammed earth wall is still rammed earth The idea of a central command tower in the original was actually good just oversized me thinks. The crenelations slits are of different size and some to small limiting the angle to shoot through, although if you are supposed to shoot over it (depending on height) the slits only makes it more fragile. Leaving out the protection of crenelations right above the gate where you'd think it's the most important is questionable. About sucking, well I don't thinks so. Quote Link to comment Share on other sites More sharing options...
hyperion Posted May 1, 2021 Report Share Posted May 1, 2021 10 hours ago, m7600 said: Does this wall make sense? The coloured stripes seem rather off The green stripe is supposed to be a stone layer, with that there is a material issue on the top of the step The step doesn't make sense in the first place and increases footprint The water spouts feel completely out of place While fine the inclination of the wall could be made a bit steeper to reduce footprint rammed earth should probably have a more yellowish tint Quote Link to comment Share on other sites More sharing options...
asterix Posted May 1, 2021 Report Share Posted May 1, 2021 1 hour ago, m7600 said: Update on the fortress. this is much better then your previous version but do not worry everybody was in the same situation Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted May 1, 2021 Report Share Posted May 1, 2021 3 hours ago, m7600 said: I think the rammed earth section in the bottom right should be closer in color to the plaster texture in the upper right. 3 hours ago, m7600 said: The 3rd super tower could be another special building for them. Perhaps a build limit of 2 or 3 in City Phase, and uncapturable (gotta destroy it). 1 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted May 1, 2021 Report Share Posted May 1, 2021 14 minutes ago, m7600 said: Something like this? I think that's much better, and I like how you added the water staining from the other section. Anyone else? 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted May 1, 2021 Report Share Posted May 1, 2021 Halfway between the 2 would be good. lol But AO settings should be consistent across the buildings of the set. May need @Stan`'s help or @LordGood Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted May 1, 2021 Report Share Posted May 1, 2021 1 hour ago, m7600 said: BTW good call on changing the texture color to look more like the plaster section. Thanks. I think then if the plaster section is used on anything, then it will match up nicely with the rammed earth section. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted May 1, 2021 Report Share Posted May 1, 2021 1 hour ago, wowgetoffyourcellphone said: The 3rd super tower could be another special building for them. Perhaps a build limit of 2 or 3 in City Phase, and uncapturable (gotta destroy it). Correction: I will add this tower as a special building for them in Delenda Est. It's up to y'all if it's added to the EA version of the Han. Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 1, 2021 Report Share Posted May 1, 2021 @m7600 use this material And bake emission instead of AO ao-as-emissive.blend 2 Quote Link to comment Share on other sites More sharing options...
maroder Posted May 1, 2021 Report Share Posted May 1, 2021 1 hour ago, m7600 said: Halfway would be something like this: BTW good call on changing the texture color to look more like the plaster section. Great work! I really like this version. It is still sad that the original brick texture needed to go, but this looks also nice. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 1, 2021 Report Share Posted May 1, 2021 18 minutes ago, maroder said: Great work! I really like this version. It is still sad that the original brick texture needed to go, but this looks also nice. it can be reused for some other faction. 2 Quote Link to comment Share on other sites More sharing options...
Lopess Posted May 1, 2021 Report Share Posted May 1, 2021 1 hour ago, Lion.Kanzen said: it can be reused for some other faction. Tang. 1 Quote Link to comment Share on other sites More sharing options...
Sturm Posted May 2, 2021 Report Share Posted May 2, 2021 Hi everybody! Is there a way to insert some standard type of "dirt and color darkening" layer into the bases of the constructions present in the game, in order to give more visual realism? I mean, just like here... Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 2, 2021 Report Share Posted May 2, 2021 6 hours ago, Sturm said: Hi everybody! Is there a way to insert some standard type of "dirt and color darkening" layer into the bases of the constructions present in the game, in order to give more visual realism? I mean, just like here... Nope. Well you could by tweaking the shaders do some stuff but easily no. Or one needs to add another prop around the base of all buildings. 1 Quote Link to comment Share on other sites More sharing options...
Ceres Posted May 2, 2021 Report Share Posted May 2, 2021 @m7600 Cool! Which tool do you use for these great works? Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 2, 2021 Report Share Posted May 2, 2021 2 hours ago, m7600 said: Cartoonish towers, lineart + color. @Duileoga crees poder usar esa técnica, si se te enseña? Quote Link to comment Share on other sites More sharing options...
asterix Posted May 2, 2021 Report Share Posted May 2, 2021 2 hours ago, m7600 said: lineart will be more easier to do with upcoming version of blender 2.93 https://wiki.blender.org/wiki/Reference/Release_Notes/2.93/Grease_Pencil 1 Quote Link to comment Share on other sites More sharing options...
Lopess Posted May 2, 2021 Report Share Posted May 2, 2021 27 minutes ago, m7600 said: You know what I really miss from version 2.7? Edge Rendering, using the "Edge" checkbox in the Postprocessing tab. It's what I used for the lineart of the Kushite buildings. I don't know why they removed that feature. It was way faster than Freestyle, and in some cases it gave better results. I wish they could bring Edge Rendering back. A simple and easy AO bake as it existed until 2.79 would be good too. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 2, 2021 Report Share Posted May 2, 2021 2 hours ago, m7600 said: New fortress with lineart + color. good for the official page and social media . 4 Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 3, 2021 Report Share Posted May 3, 2021 7 hours ago, m7600 said: Yeah, I agree. Baking textures in the new versions has a lot of weird steps. You have to add a material, and then add an image texture node, but the node has to be disconnected, but you also have to select it, or you get a "circular dependency" error when you bake. As a method, it works, but it doesn't make any sense from a practical point of view. That's why I made my material 1 Quote Link to comment Share on other sites More sharing options...
Loki1950 Posted May 5, 2021 Report Share Posted May 5, 2021 Nice work did you use the makeclothes blender plug in for the hair and moustache or are they just added with GIMP using the plug in does give a better render result though. Enjoy the Choice Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted May 5, 2021 Author Report Share Posted May 5, 2021 A modern artistic reconstruction of the appearance of Han Xin: We don't know what he actually looks like but this should look good for our purpose. We can basically use this portrait as the thumbnail in the game. Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted May 5, 2021 Author Report Share Posted May 5, 2021 Liu Bang: Quote Link to comment Share on other sites More sharing options...
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