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Topics - tucho

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1
Off topic / Planetbase: another game from the Glest creators
« on: 14 July 2015, 23:31:23 »
Hi there, it's Tucho, the 3D artist who made the art of the original Glest game; Martiño (the Glest creator) and me are currently working on a new game (a commercial one this time). We've just submitted it to Steam Greenlight.

I hope you like it, any vote or help to spread the project is more than welcome :)

I paste below the content of our Steam Greenlight page. Later on I'll post more stuff on this same thread, as soon as I have a bit of time to set up some pictures of the models, etc.

In the meantime you can find more pictures from this project on our website





Planetbase is a strategy game where you guide a group of space settlers trying to establish an outpost in a remote planet.



In the game you play the role of the base architect and manager, telling your colonists where to build the structures they will need to survive. You will have to ensure that they have an constant supply of oxygen, food and water to stay alive.



You will get them to collect energy, extract water, mine metal, grow food, manufacture bots, and build a fully self-sufficient base.
Even if the game is not intended to be a simulator, all the mechanics are plausible, and based on what the expected challenges of establishing a colony in an new planet would be.


  • Three different planets with different conditions and increasing difficulty.

  • Harness solar and wind energy (if available) in order to power the base's structures.
       
  • Grow hydroponic Vegetables and synthesize Vitromeat to feed your population.
       
  • Mine and produce raw resources, process them, manufacture goods, and establish a production chain.
  • Carefully manage the colonist immigration flow to ensure you have the people with the right skills.

  • Survive disasters like meteors, sandstorms or solar flares and defend your base from intruders.
       
  • Mechanize your base by manufacturing your own bots that will help with the more arduous tasks.

  • Grow your colony from a few initial pioneers to a vibrant planetbase with hundreds of colonists.


Madruga Works is a studio founded by Martiño Figueroa and Tucho Fernandez, two ex-EA and ex-Ubisoft veterans of the games industry, you can find more info about us at our website

The expected release date for the game is September 2015.

2
Mods / Stunning Character Collection for Indie Developers
« on: 20 March 2014, 11:11:41 »
Hi guys, if you don't remember me (I haven't posted here in ages), I'm Tucho the 3D artist of the original Glest game.

I've started a crowdfunding campaign to create a collection of high quality low poly models for indie game developers, I know that some of you are indie developers, so I thought that maybe you could be interested on this campaign.

Click on the link to see the campaign: http://igg.me/p/715767

If you are not directly interested on this collection but know any person or team who could find it useful, please share this campaign, any help to spread this campaign by sharing it on social networks, forums, etc is really welcome :)

I also paste it here directly:

https://www.youtube.com/watch?v=9nk3erwsQ_U


Hello folks, I'm Tucho Fernández and I am a senior game artist with 9+ years experience working for companies such as Grin Studios or Ubisoft. Last years I have also worked on many titles as a freelancer, some of them also AAA.

Below you can see some of the games on which I have worked - feel free to check out my full portfolio and CV on my website


Since I became a freelancer I was thinking on the idea of create a character collection for game developers (or anyone who need some good looking character models for any 3D project).

There are lots of models and collections available for purchase on internet, but most of them have a poor quality and the good quality ones are pretty expensive for indie developers. My goal is to create an affordable but high quality collection.

The thing is that I didn't find time to make it, because the work for my clients keep me totally busy. To monetize a collection like this, selling the models on sites like Turbosquid, etc. would take years of sales, so it is not an option, because at the end of the month I have to pay the bills as everyone.

I found that crowdfunding is the best option to start a sustainable business: If this campaign is successful, I'll have funds to maintain my business while I work on the models for the collection and the backers will get stunning models for a very good price.


I need the money to cover my costs during the time I work on the collection, but I've calculated the price for these models under my normal rates, because I hope to make some more money selling the collection once it is finished, so in this campaign I can offer a really good price for the models.

I'll also use part of the budget to contract an animator to create an animation library for the models. I'm able to model and texture with AAA quality but I'm not a good animator, so I prefer that this part is done by a professional, to keep the quality of the pack (models+animations) to the same quality standards.

I have made the first model of the collection as an example of the quality that I'm aiming for the rest of them; this should give you a clear idea of what we're talking about.


I have made polls on several developers' forums to see which kind of characters are in highest demand. As you can see, the winner was the "normal people" collection, but right behind it were the "medieval characters" and the "zombie" collections, so if this campaign is successful, I'll try to create new ones to expand this collection and create others.

The idea is that the models be as versatile as possible, so I make them pretty lowpoly (under 2500 triangles), which makes them suitable for mobile devices, but at the same time detailed enough to be used also on PC and console projects -or even on a render project if it don't need a close up of the characters.


Each character will have 2 materials, one for the skin and another for clothing. Each material will have diffuse, normal and specular textures.

Provided textures will be 1024x1024 or 512x1024, but they should work fine at half or even at a quarter of the original size, if the characters are not shown too close to the camera.


Each character will also include 3 color variation textures for clothing, and there are perks that allow you to purchase premium characters which will include also the layered PSD source files, so you can edit them easily to create as many color variations as you need.


The characters' heads will be interchangeable (within the same gender), so it will be possible to create different characters simply by changing the head and the clothing colors.

I created White and Black heads for this example, but I plan to create also Asian ones. Each character will include 2 head variations, and the whole collection will include 6 characters (3 male and 3 female) plus 12 heads (6 male and 6 female).


Keeping in mind that each character will have also 3 color variation textures, the number of possible variations using different heads + different clothing + different clothing color textures will be pretty high, so it will be easy to create a varied crowd using this collection.

For example, the crowd below was created using just 1 character and 2 heads, imagine how would look a crowd created using the whole collection of 6 character and 12 heads.


The collection will also include some props for the characters.


The models will be rigged with Character Studio, so you can animate them using any BIP mocap file, but anyway the collection will also include its own animation library. The exact number of animations will depend a bit on the rates of the animator that I'll contract for this job, but the library will at the very least include a minimum of basic animations like: idle, walk, run, etc., and some ones interacting with the included props: talking on the phone, walking with an umbrella, etc.

The models will be provided in both 3ds Max (source file) and FBX format.
FBX format is compatible with most 3D programs, so you can import the models on your favorite 3D program if you are not a 3ds Max user.
FBX is also usable directly on some game engines like Unity 3D, so if you are an Unity user (or an user of any other engine which supports FBX) you won't even have to export the models to your engine -you will be able to place them directly in game.



As I said before, the full collection will include 6 models with different clothing (3 texture color variations each clothing) and 12 heads (6 male and 6 female).
On the picture below you can see a sketch and a description of each character. The different perks allow you to purchase just the character or characters that you're interested on, or directly the whole collection.


The different perks allow you also to choose between the standard and the premium characters.
Standard characters will include the models in both 3ds Max and FBX formats, the textures in TGA format and the animation library in both BIP and FBX format.
Premium characters will include the same than the standard ones, but also the Zbrush and Photoshop source files. This means that you will also receive the highpoly ZTL model and the layered PSD file, which will allow you to modify the models and textures as much as you want.


https://www.youtube.com/watch?v=KVU7OrWlBJs

There is also a perk which allow you to put your face to one of the characters; I just need 3 pictures of your head (front, side and back) with neutral illumination


$5,500- Each character will include 3 interchangeable heads instead 2, so the complete collection would expand to 18 interchangeable heads (9 for male and 9 for female).

$7,500- Bonus characters: all the backers will receive the boy and girl characters, including 3 texture color variations for clothing as the rest of characters and 6 interchangeable heads (3 for the boy and 3 for the girl, White, Black and Asian in each case). They will include also a specific animation library.


$9,500- Bonus characters: all the backers will receive the chubby male and female models with 3 texture color variations and 6 interchangeable heads (3 for male and 3 for female, White, Black and Asian in each case). They will include also a specific animation library.



If this campaign is successful, indie developers will obtain a high quality and versatile character collection for a very affordable price.

These models will can be used for unlimited purposes, from games to architectural presentations, serious gaming or even render projects.

A lot of developers will find these models really useful also as placeholders, to create professional looking demos and prototypes and use them to get funds to develop the final projects, so part of these funds can be used to create specific models for these projects if necessary.


If you are not directly interested on this collection, but know any person or team who could find it useful, please share this campaign.

I really appreciate any help to spread this campaign by sharing it on social networks, forums, etc.

Thank you in advance!

3
Maps, tilesets and scenarios / free tree pack
« on: 30 March 2011, 10:26:24 »
I found this free tree pack on turbosquid, quality is pretty good and polycount maybe a bit higher for Glest, but anyway I think it could be useful for the map makers community.

Code: [Select]
[img]http://files.turbosquid.com/Preview/2010/12/04__21_30_00/treepack1_02.jpg4b4e15e9-48f7-4224-a826-5d116d24f1b3Larger.jpg[/img]  [img]http://files.turbosquid.com/Preview/2010/12/04__21_30_00/treepack1_04.jpg4fac1f54-2057-4f84-b313-c106ae03f072Larger.jpg[/img]

4
Feature requests / How to improve the way of making tilesets
« on: 19 March 2011, 18:00:15 »
Hi, I'd like to make a sugestion, I talked about it with Martiño a lot of years ago when we was working on 1.0 version but we never implemented it because there was other priorities in that moment.

As I see the awesome improvements that you are making on Megaglest engine I'd like to tell you my idea just in case you like it and you can implement it on Megaglest.

The thing is to make bigger textures for tilesets (512 for example ) and just one for each different kind of texture, instead a lot of 64x64 small tiles, but keeping the current pixel aspect ratio and the size of cells to make the blending between the different thextures (by this way all the old maps will keep working with the new system).

With this system, making new tilesets would be much easier than with the current system, and the visual look will be much better because the tiling will be much less evident than with the small 64x64 tiles.

If whe think that the ground is one of things that take up a considerable space on the screen when you play a Glest game, we will achieve a considerable improvement in the global visual Glest quality.

I'm not a programmer and I don't know how difficult can be to implement this system, but I guess that won't be too complicated, and the result will really worth.

I attach a picture just in case I don't explain it too clearly (my English sucks :-[)

Tell me what you think about this idea.

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[img]http://img38.imageshack.us/img38/3848/newtilesetsystem.jpg[/img]Edit by Ultifd- Making is the correct grammar

5
Maps, tilesets and scenarios / New official map: Big river
« on: 6 July 2008, 02:51:38 »
A 128x128 map designed for 4 player multiplayer.

http://www.glest.org/files/contrib/maps/big_river.zip

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[img]http://img381.imageshack.us/img381/9126/bigriverxm8.jpg[/img]

6
Maps, tilesets and scenarios / New tileset
« on: 11 June 2008, 16:33:42 »
download tileset

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[img]http://img213.imageshack.us/img213/6183/newforestef7.jpg[/img]

[img]http://img213.imageshack.us/img213/562/newforest2gb9.jpg[/img]

[img]http://img388.imageshack.us/img388/1217/newforest3ta8.jpg[/img]

7
General discussion / New tileset
« on: 28 May 2008, 00:13:10 »
You can download it here

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[img]http://img213.imageshack.us/img213/6183/newforestef7.jpg[/img]

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Announcements / New tileset
« on: 28 May 2008, 00:07:13 »
Hi people, here you can download a new tileset for Glest. Probably in the future this tileset will be the default tileset forest, but before we prefer to test it for a while, because this new tileset has much more polygons than the old one and maybe can be slow in the oldests machines. We apreciate a lot your feedback about that.

Some images of this tileset:

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[img]http://img213.imageshack.us/img213/6183/newforestef7.jpg[/img]

[img]http://img213.imageshack.us/img213/562/newforest2gb9.jpg[/img]

[img]http://img388.imageshack.us/img388/1217/newforest3ta8.jpg[/img]

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Announcements / New official MOD: Glest Alien Invasion
« on: 13 February 2008, 23:43:14 »
Hi people, I am working on a new tech tree for Glest with two factions: humans and invaders, units are specially oriented to multiplayer game. In this topic I will post the updates and news.

Here are the first W.I.P. images of this mod:

Code: [Select]
[img]http://img168.imageshack.us/img168/9430/phototk8.jpg[/img]

[img]http://img181.imageshack.us/img181/3417/conceptdn0.jpg[/img]

[img]http://img181.imageshack.us/img181/7721/screenfakeln3.jpg[/img]

[img]http://img408.imageshack.us/img408/1687/screen1bj6.jpg[/img]

[img]http://img86.imageshack.us/img86/2466/screen2ad4.jpg[/img]

[img]http://img253.imageshack.us/img253/3562/screen3gw8.jpg[/img]

[img]http://img408.imageshack.us/img408/8865/screen4fh8.jpg[/img]

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Mods / Alien Invasion Official Mod - First screens
« on: 13 February 2008, 23:34:36 »
Hi people, I am working on a new tech tree for Glest with two factions: humans and invaders, units are specially oriented to multiplayer game. Here are the first W.I.P. images of this mod:

Code: [Select]
[img]http://img168.imageshack.us/img168/9430/phototk8.jpg[/img]

[img]http://img181.imageshack.us/img181/3417/conceptdn0.jpg[/img]

[img]http://img181.imageshack.us/img181/7721/screenfakeln3.jpg[/img]

[img]http://img408.imageshack.us/img408/1687/screen1bj6.jpg[/img]

[img]http://img86.imageshack.us/img86/2466/screen2ad4.jpg[/img]

[img]http://img253.imageshack.us/img253/3562/screen3gw8.jpg[/img]

[img]http://img408.imageshack.us/img408/8865/screen4fh8.jpg[/img]

11
available models:




12
Mods / Glest modder survival kit WIP
« on: 26 February 2006, 22:19:02 »
I am prepairing a customizable model very easy to use for glest modders. The kit will contains the follow stuf:

-a psd file for customize the texture only choose between several layers
-a 3ds max file with the character and some accesorys for customice it
-a library of generic animations for the model
-a tutorial for use all, so easy that the people who never know the programs can use this kit too

I hope finished it soon, by now some images of the kit possibilities, in the future will have much more:
Code: [Select]
[img]http://img150.imageshack.us/img150/424/textures6oj.jpg[/img]

[img]http://img150.imageshack.us/img150/529/characters8qg.jpg[/img]

13
Announcements / Glest finalist in Mundos Digitales
« on: 22 January 2006, 23:52:23 »
Glest finalist in the advanced game workshop Mundos Digitales 2005, A Corun-a, Spain.

Here is a photo of the glest team members

From left to right:

Jose Gonza-lez and Tucho Ferna-ndez

Code: [Select]
[img]http://www.glest.org/images/mundosdigitales2005/mundos_digitales.jpg[/img]
From left to right:

Jacobo Rodriguez and Guillermo Marque-s from Typhoon Labs, Jose Gonza-lez, Feliz Mene-ndez, Tucho Ferna-ndez from Glest
Code: [Select]
[img]http://www.glest.org/images/mundosdigitales2005/mundos_digitales2.JPG[/img]

14
General discussion / bug construccio-n
« on: 4 November 2005, 22:45:14 »
atopei un bug durante a construccio-n dos edificios; se matas a- unidade que o esta- construindo devo-lvenche os recursos que invertiches no edificio; sen embargo o edificio queda igual a medio construir e po-delo seguir construindo con outras unidades

15
Announcements / video of expansion avaliable
« on: 11 October 2005, 15:59:16 »
We make a video of the expansion, you can download it here

16
Mods / Glest expansion
« on: 13 April 2005, 20:04:08 »
We are working on a Glest expansion, you can see more information of this
Code: [Select]
[url=http://www.glest.org/board/viewtopic.php?t=586]here[/url]

17
Announcements / New tileset objects released
« on: 4 April 2005, 00:19:33 »
We have made available the new tileset objects, here is the link to them. The download includes the new tilesets and a sample map with these new objects already placed; in order to use them you only need to copy the folders called “Map” and “Tileset” in the game folder.

Some advice on making maps:

- Don´t abuse of the new trees, as they have many more polygons than the first ones and they are bigger too, so if you put too many together they will overlap. In the starting points, make sure that the tree1 (the one from which the wood is taken), is still accessible and has no objects nerby which could block the units when they go harvest wood.
- Make it sure that it is easy to commute from one starting point to another, and that they all have accessible resources, because by doing so things will be easier for the CPU controlled units and we´ll have more efficient enemies :). I have made a pack with all the maps the people have sent us until now; you can download it from the “additional downloads” section.

tileset objects

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[img]http://img173.exs.cx/img173/5036/tilesetobjects26gv.jpg[/img]

18
General discussion / Post here your Glest screen shots
« on: 31 March 2005, 23:12:20 »
Post here your glest screen shots, nice screens or screens of your own maps

I begin with a pair of screens:

The dragon attack
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[img]http://img16.exs.cx/img16/1802/screen11uu.jpg[/img]
Before the battle
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[img]http://img16.exs.cx/img16/5968/screen24ua.jpg[/img]
Titans duel

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[img]http://img16.exs.cx/img16/3185/screen37gz.jpg[/img]

19
General discussion / New tileset objects
« on: 22 March 2005, 04:31:51 »
Very soon we will release some new tileset objects for Glest. In the image you can see some of these new objects:
Code: [Select]
[img]http://www.glest.org/files/images/tileset_objects.jpg[/img]

20
Mods / Game art tutorials
« on: 15 February 2005, 20:54:48 »
In this section you can post links of 2D/3D game art tutorials

One small tutorial about the unwrapping of a low poly model, perfect for Glest game.

Code: [Select]
[img]http://www.glest.org/files/images/tutorial_unwrap_english.jpg[/img]

[url=http://www.glest.org/files/images/tutorial_unwrap.jpg]Spanish version of this tutorial[/url]

And some tutorial links:

Code: [Select]
[url=http://www.3dkingdom.org/modules.php?op=modload&name=News&file=article&sid=341&mode=thread&order=0&thold=0]low poly Lara Croft modeling[/url]

[url=http://www.3dkingdom.org/modules.php?op=modload&name=News&file=article&sid=351&mode=thread&order=0&thold=0]low poly Lara Croft texturing[/url]

[url=http://www.3dkingdom.org/modules.php?op=modload&name=News&file=article&sid=360&mode=thread&order=0&thold=0]low poly Lara Croft animating[/url]

some modeling and texturing tutorials

21
General discussion / Nuevos personajes/New characters
« on: 25 February 2004, 21:07:26 »
Hola, os dejo unas ima-genes de los 2 primeros personajes que he terminado para el Glest, cuando tenga alguno ma-s ya los ire- posteando en los foros de 3dyanimacio-n, 3dpoder, 3dimens, stratos y dema-s portales del sector, pero de momento os los dejo aqui- en primicia en el foro del Glest.

El primero es el mago de Batalla a quien le ha cedido el rostro nuestro superprogramador Martin-o, y el segundo es el trabajador con la cara de Jose, el Mu-sico y encargado de los efectos de sonido del Glest. No os riais de ellos porque pronto me tocara- a mi tambie-n ser un personaje Glest.

Si alguno de los habituales del foro quiere aportar su rostro a un personaje del Glest tambie-n puede hacerlo, solo tiene que enviarme dos fotos una de frente y otra de perfil con una resolucio-n aceptable (tampoco tiene porque ser muy grande), que aunque los personajes ba-sicos de momento van ma-s o menos servidos con las caras del equipo de desarrollo, ma-s adelante habra- ma-s personajes que tambie-n necesitara-n un rostro.

Un saludo.

Code: [Select]
[img]http://club.telepolis.com/two2/vistas%20mago%20batalla.jpg[/img]

[img]http://club.telepolis.com/two2/vistas%20trabajador.jpg[/img]

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