Author Topic: Sun and Moon  (Read 143723 times)

Mark

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Re: Sun and Moon
« Reply #275 on: 30 October 2009, 13:58:42 »
Very nice models, John!  I would just like to ask why he has a pillar if he is a herder?  Is he some kind of religious guy?  Pardon my ignorance, and I like the models, but why? Anyways, I can see that these models are nicely low poly.  Good, because my computer can run slow in a full blown glest multiplayer game.

John.d.h

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Re: Sun and Moon
« Reply #276 on: 30 October 2009, 14:30:09 »
Stone landmarks are used by herders and hunter-gatherers in both ancient times and also more recently (they still exist in Montana and Inuit areas), to show ownership of a territory, to mark a specific spot like a water source, or as a navigational aid.  Typically they're just piles of rocks, but I figured I'd make it a little more ornate.  I hadn't considered adding any religious significance to it, but now you've got me considering it.

Mark

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Re: Sun and Moon
« Reply #277 on: 30 October 2009, 14:42:54 »
Stone landmarks are used by herders and hunter-gatherers in both ancient times and also more recently (they still exist in Montana and Inuit areas), to show ownership of a territory, to mark a specific spot like a water source, or as a navigational aid.  Typically they're just piles of rocks, but I figured I'd make it a little more ornate.  I hadn't considered adding any religious significance to it, but now you've got me considering it.
Yeah, I have seen those kinds of things, especially in documentaries about early cattle breeders, but never have I seen a pillar.  However, I think if you can use it to further elaborate or make obvious your theme, go ahead.  And the whole religious significance is an idea, like maybe if it a building that does some sacrifices or prays to the cattle god, or whatever.  Just an idea.

John.d.h

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Re: Sun and Moon
« Reply #278 on: 31 October 2009, 08:03:08 »
When I first made the Dun, my texturing skills pretty much consisted of just the clone tool, so I figured I'd use my improved abilities to modify the texture a bit.  The result is below, but you can ignore the roof, because I'm planning on replacing it.  Also, I modeled and animated the Lifespring, so be sure to click on the thumbnail so you can see it animated.

Code: [Select]
[URL=http://www.moddb.com/mods/sun-and-moon/images/dun-wip-2#imagebox][IMG]http://img5.imageshack.us/img5/8191/duno.th.png[/img][/URL][URL=http://www.moddb.com/mods/sun-and-moon/images/lifespring-wip#imagebox][IMG alt="Click me; I'm animated!"]http://img4.imageshack.us/img4/8510/lifespring.th.gif[/img][/URL]
And the whole religious significance is an idea, like maybe if it a building that does some sacrifices or prays to the cattle god, or whatever.  Just an idea.
I'm considering working that into the tech tree somehow, but it'll probably just have to be a story element.
« Last Edit: 8 October 2016, 07:14:24 by filux »

Mark

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Re: Sun and Moon
« Reply #279 on: 31 October 2009, 13:24:23 »
Nice job on the Dun.  The texture looks to be much improved.  Maybe you could have a tiled or thatched roof?

Loronal

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Re: Sun and Moon
« Reply #280 on: 1 November 2009, 09:08:10 »
Yes that would be cool though I also like the idea of the more medeival roof like the ones in glest(and my real houses roof :P)

John.d.h

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Re: Sun and Moon
« Reply #281 on: 1 November 2009, 10:27:41 »
I've only got a pretty minor update tonight since most of my progress was in the concept/coding area today.  I've now got a rough idea of the numbers on most of my units, as well as the attack and armor types (yeah, I went ahead and broke Magitech compatibility).  Anyway, here's a shot of some of the Squire's equipment.

Code: [Select]
[URL=http://www.moddb.com/mods/sun-and-moon/images/squire-equipment-wip#imagebox][IMG]http://img682.imageshack.us/img682/2969/squireequipment.th.png[/img][/URL]
[url=http://www.moddb.com/mods/sun-and-moon/images/fort-wip#imagebox][IMG]http://img5.imageshack.us/img5/4351/forth.th.png[/img][/URL]

Nice job on the Dun.  The texture looks to be much improved.  Maybe you could have a tiled or thatched roof?
Hmm... I would consider thatch, but I'm going for something sturdier.  Tile could be good.
Yes that would be cool though I also like the idea of the more medeival roof like the ones in glest(and my real houses roof :P)
As fate would have it, I don't know what your roof looks like, but yeah, something similar to the Blacksmith's roof is what I'm thinking of.

Edit: Included a shot of the new Fort.  The old one looked a little too much like something you'd see on a playground.
« Last Edit: 8 October 2016, 07:14:42 by filux »

Loronal

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Re: Sun and Moon
« Reply #282 on: 2 November 2009, 10:36:58 »
It looks much like the blacksmiths one. At least in brazil the roof looks like this

John.d.h

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Re: Sun and Moon
« Reply #283 on: 4 November 2009, 11:00:24 »
I didn't do a whole lot of modding today, but here's the new Orchard WIP.  So far it's just a trellis and I need to figure out a way to simulate vegetation without encountering Glest's transparency glitch.  :-\

Code: [Select]
[URL=http://www.moddb.com/mods/sun-and-moon/images/orchard-wip#imagebox][IMG]http://img190.imageshack.us/img190/7923/orchard.th.png[/img]
Click for full size[/URL]
« Last Edit: 8 October 2016, 07:15:25 by filux »

Fluffy203

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Re: Sun and Moon
« Reply #284 on: 4 November 2009, 22:59:49 »
i would suggest making the texture of vegetation , but making the material a lit transparent , it works cause i made a ice man along time ago with transparent material and not an alpha channel

John.d.h

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Re: Sun and Moon
« Reply #285 on: 5 November 2009, 03:21:43 »
Err... wouldn't the vegetation be just as transparent as the empty spaces then?

Mark

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Re: Sun and Moon
« Reply #286 on: 5 November 2009, 03:31:40 »
i would suggest making the texture of vegetation , but making the material a lit transparent , it works cause i made a ice man along time ago with transparent material and not an alpha channel
He might be saying that you should make a plane and texture the gaps between the vegetation as alpha, and make the actual vegetation about 50% transparent.

John.d.h

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Re: Sun and Moon
« Reply #287 on: 5 November 2009, 05:01:07 »
I'm not seeing how that solves the problem. ???

Mark

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Re: Sun and Moon
« Reply #288 on: 6 November 2009, 01:24:43 »
I'm not seeing how that solves the problem. ???
I really don't, either, but I think that is what he means.

John.d.h

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Re: Sun and Moon
« Reply #289 on: 12 November 2009, 21:24:01 »
I think I'm just going to say "screw it" and use alpha anyway.  It's usually only noticeable if the viewer is really paying attention.
-- Quoted to avoid double-post.

I've got the Orchard textured and animated, but still needs a little more work before I'll call it finished.  It's not really much of an orchard, honestly, so I might have to think of another name.

Code: [Select]
[url=http://www.moddb.com/mods/sun-and-moon/images/orchard-wip-2#imagebox][img]http://img8.imageshack.us/img8/7923/orchard.th.png[/img]
Click for full size[/url]
« Last Edit: 8 October 2016, 07:15:40 by filux »

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Re: Sun and Moon
« Reply #290 on: 12 November 2009, 21:41:18 »
Well, what exactly is this unit going to do?

Supply food?
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John.d.h

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Re: Sun and Moon
« Reply #291 on: 12 November 2009, 21:55:09 »
Yes, it supplies food.

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Re: Sun and Moon
« Reply #292 on: 12 November 2009, 22:33:20 »
I can't think of anything off the top of my head, but maybe a small tree growing on top would help.
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John.d.h

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Re: Sun and Moon
« Reply #293 on: 12 November 2009, 23:27:12 »
Yeah, I was kinda considering something like that.  I just need to be able to do it without screwing up the texture or raising the face count too much.

madmanntis

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Re: Sun and Moon
« Reply #294 on: 13 November 2009, 00:20:48 »
The new stuff is lookin great John.d.h!

As for the orchard... it looks sorta like a vineyard. Perhaps it could be that, or some play on the word, "vine?"

Zoythrus

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Re: Sun and Moon
« Reply #295 on: 13 November 2009, 01:01:45 »
Vinechard!

-Archmage-

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Re: Sun and Moon
« Reply #296 on: 13 November 2009, 01:09:14 »
How about:

Vinealle
Vineyid
Vinelak

Tons of possibilities!
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John.d.h

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Re: Sun and Moon
« Reply #297 on: 15 November 2009, 06:18:33 »
Ehh... the name isn't that important right now.  I'll sort all that out eventually.  So, in my quest to make things ever more difficult for myself by becoming more and more ambitious, I'm planning on (GASP!) not using the Magitech body on my units!  Here's my WIP male body:

Code: [Select]
[URL=http://www.moddb.com/mods/sun-and-moon/images/man-wip][IMG]http://img12.imageshack.us/img12/135/manwipc.th.png[/img]
Click for full size![/URL]

Obviously his neck and feet need to be fixed, he needs a head, and there is some other tweaking that needs to be done, but I'm pretty proud of it.  This is the body for regular-size men like worker-type units and basic soldiers.  The stronger ones will probably be more muscular.

Also, special thanks to Daowg! This model is based on his proportion drawings.
« Last Edit: 8 October 2016, 07:16:18 by filux »

Loronal

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Re: Sun and Moon
« Reply #298 on: 15 November 2009, 08:16:07 »
I did that for quite a bit of time. But the only problem is that
1. Glests models are much better.
2. I hate u-v mapping

John.d.h

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Re: Sun and Moon
« Reply #299 on: 15 November 2009, 10:03:59 »
I can't blame you; I'm terrible at UV mapping.  Still, I never really tried to make a humanoid model before so I figured it's about time I gave it a shot.  I also agree that Tucho's models are great, but I'd like to do as much of the work myself as possible even if it means taking forever.

Edit: Progress on the model.

http://fc02.deviantart.net/fs51/f/2009/319/1/0/Man_WIP_3_by_Johndh.png

As you can see, this has a much higher polygon count than Mr. Magitech (currently 925).  I still need to detail the legs and feet, but I'm shooting for a face count of around 900, so I'll end up having to decimate a bit.  Some of the more advanced units (especially heroes) will probably use more polygons than the lesser units.
« Last Edit: 8 October 2016, 07:16:36 by filux »

 

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