Author Topic: MegaGlest Refit - Desert Nomads  (Read 50927 times)

-Archmage-

  • Moderator
  • Dragon
  • ********
  • Posts: 5,887
  • Make it so.
    • View Profile
    • My Website
Re: MegaGlest Refit - Desert Nomads
« Reply #50 on: 21 December 2012, 18:24:33 »
Quote
Yes, but if we just modify the same mesh it will still look similar.
Um... no. There is almost no limit to modifying it. It's Blender man! 8)

Quote
If a couple meshes were created they would differ better, also we don’t want all they guys to run the same so there will need to be more than one animation.
There are 3 animations for movement, and they all look different. 4 animations if you count the lil surprise I've included.. ;)

Quote
If you don't mine Arch I will try my hand at animating a walk cycle and see if it looks any good.
I don't mind, it's good to have a lil competition eh man? :P
Egypt Remastered!

Proof: Owner of glest@mail.com

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: MegaGlest Refit - Desert Nomads
« Reply #51 on: 21 December 2012, 19:06:05 »
We should note that the humans need to have reasonably constant proportions. And in magitech, the humanoids all have the same base model (and for a good reason: consistency). Most of the variance will be in the texture. I'd rather we don't use different models from different people because they'll likely end up in very different modeling and animating styles, leading to a very noticeable inconsistency. Professionals use very rigid style guides, but I don't think we have the skill or time to do such a thing (which would define everything from how wide the nose should be to the ratio of the waist to the thighs). The Simpsons wouldn't look very good if every episode, Bart had different proportions, would it? Likewise, using the same base model, you can do some serious tweaking without making the model too different. You could add a cape and battle axe, you could give him a santa belly, and elf hat with bells, and jester shoes. And with the animations, the units can all feel reasonably diversified (note that each unit should only use one different walk animation, since multiple animations are done as a per skill basis, which would make walking look very weird if the animation changed every two steps).

Finally, a lot of units are non-humanoid or feature prominent non-humanoid features. The camel archer has his camel, the magician has his hefty get-up class, and the palace is, well, a palace.
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

ElimiNator

  • Airship
  • ********
  • Posts: 3,391
  • The MegaGlest Moder.
    • View Profile
Re: MegaGlest Refit - Desert Nomads
« Reply #52 on: 21 December 2012, 20:10:24 »
So you think we should have the same human model for all the factions?

From previous experience I know that if all the models in all the factions look the same it is not as good as when all the factions have a different look.
Get the Vbros': Packs 1, 2, 3, 4, and 5!

-Archmage-

  • Moderator
  • Dragon
  • ********
  • Posts: 5,887
  • Make it so.
    • View Profile
    • My Website
Re: MegaGlest Refit - Desert Nomads
« Reply #53 on: 21 December 2012, 20:25:06 »
The factions will have a different look.
Height, weight, skin tone, texture, expression, musculature and more can all be modified Elim. The model is naked, he doesn't have clothes, or weapons, armor, or anything. Asians and black people look pretty different in some ways but the variation is actually pretty small. We can cover all variations of that size with one modifyable mesh/UV. This model has a solid rig too, it will save a lot of time to be spent on better animation. :)
Egypt Remastered!

Proof: Owner of glest@mail.com

ElimiNator

  • Airship
  • ********
  • Posts: 3,391
  • The MegaGlest Moder.
    • View Profile
Re: MegaGlest Refit - Desert Nomads
« Reply #54 on: 21 December 2012, 21:43:05 »
Well, whatever looks the best.
Get the Vbros': Packs 1, 2, 3, 4, and 5!

ElimiNator

  • Airship
  • ********
  • Posts: 3,391
  • The MegaGlest Moder.
    • View Profile
Re: MegaGlest Refit - Desert Nomads
« Reply #55 on: 23 December 2012, 04:25:05 »
Well I guess that’s enough planing for now, we can start on the art and change things along the way.

Ill start by making the chariot.
Get the Vbros': Packs 1, 2, 3, 4, and 5!

-Archmage-

  • Moderator
  • Dragon
  • ********
  • Posts: 5,887
  • Make it so.
    • View Profile
    • My Website
Re: MegaGlest Refit - Desert Nomads
« Reply #56 on: 23 December 2012, 04:49:15 »
Well I guess that’s enough planing for now, we can start on the art and change things along the way.

Ill start by making the chariot.

Thank god, I was wondering when the art development would get started.
Elim can you focus on good animation like you did with your walking cycle please?

Dropbox Access: Please send your dropbox email address to MightyMic, he owns the dropbox folder. Norse development is all happening on this dropbox folder and there is plenty of room for you to work along side us. Megapack is in the dropbox and is already modified some. For safety though, please copy your work to your own HDD.
Can all of you let me know if you have dropbox access?
Egypt Remastered!

Proof: Owner of glest@mail.com

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: MegaGlest Refit - Desert Nomads
« Reply #57 on: 23 December 2012, 07:13:21 »
Hey arch, is the base human ready? At any rate, it's Christmas, so it'll be a bit before I can get any real work done.
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

-Archmage-

  • Moderator
  • Dragon
  • ********
  • Posts: 5,887
  • Make it so.
    • View Profile
    • My Website
Re: MegaGlest Refit - Desert Nomads
« Reply #58 on: 23 December 2012, 08:05:07 »
It has 2 running animations, 1 jogging and 1 walking. I'm just waiting for Hands to UV it. If you want I'll give it a try I'm actually not bad..
Egypt Remastered!

Proof: Owner of glest@mail.com

Psychedelic_hands

  • Guest
Re: MegaGlest Refit - Desert Nomads
« Reply #59 on: 23 December 2012, 08:12:55 »
I was hoping to UV that before everyone starts to play with it. I think my timezone permits me a few hours before christmas to do it tomorrow. (Still gotta do shopping!)

Heres alittle weekly update for the first week of development. Lets keep it nice and concise!

Arch has taken one of my old crappy models and turned it into that awesome man model you've all seen. He has also made an armory model, along with some fairly cool weapons.
Mightymic has started work on a castle model. It could use a little bit more  love, but it is a solid start, and I'm digging the design.
Someone named lucas(Sorry I don't know who you are!) has been busy changing names and .xmls. Which is awesome. We should really start prototyping gameplay and hopefully get some models ingame.
And yeah, I've been up working on my house model, which I've had some issues with.... But it's getting there. And I've started a new icon background, which is a fair way off but I'm excited!

Pretty good start I'd say! Nice work to everyone! Hopefully we can regroup after christmas and continue on this steady pace.

Edit: Sorry I forgot to mention,... Massive apologies if I've missed anyone's contributions! I mostly just turned Dropbox events into sentences! Sorry! I know lots of people like Omega, Zoy and Muwum have put lots of planning in, which is super important!
« Last Edit: 23 December 2012, 10:06:20 by Psychedelic_hands »

-Archmage-

  • Moderator
  • Dragon
  • ********
  • Posts: 5,887
  • Make it so.
    • View Profile
    • My Website
Re: MegaGlest Refit - Desert Nomads
« Reply #60 on: 23 December 2012, 08:26:30 »
Quote from: Hands the man
Pretty good start I'd say! Nice work to everyone! Hopefully we can regroup after christmas and continue on this steady pace.

Boo-yeah.

Onces Hands gets the UV done it will be packaged and uploaded for you guys to use/work with as our Christmas Present. :archer: :scientist:
Egypt Remastered!

Proof: Owner of glest@mail.com

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: MegaGlest Refit - Desert Nomads
« Reply #61 on: 23 December 2012, 09:25:42 »
Sounds great, Hands and Arch. I hope to get started after the break. We'll have to see how much time I have on my hands.
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

wciow

  • Behemoth
  • *******
  • Posts: 968
    • View Profile
Re: MegaGlest Refit - Desert Nomads
« Reply #62 on: 23 December 2012, 09:38:56 »
Arch has taken one of my old crappy models and turned it into that awesome man model you've all seen. He has also made an armory model, along with some fairly cool weapons.
Mightymic has started work on a castle model. It could use a little bit more  love, but it is a solid start, and I'm digging the design.
Someone named lucas(Sorry I don't know who you are!) has been busy changing names and .xmls. Which is awesome. We should really start prototyping gameplay and hopefully get some models ingame.
And yeah, I've been up working on my house model, which I've had some issues with.... But it's getting there. And I've started a new icon background, which is a fair way off but I'm excited!

Its great to see another community project come together  :)

Over Christmas I will try to make a design document and some concepts/textures for the buildings so that the art style is tied together across all contributors. Also i would like to take on the modeling of the garden/obelisk/well models for the nomad faction...
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: MegaGlest Refit - Desert Nomads
« Reply #63 on: 23 December 2012, 10:19:49 »
Over Christmas I will try to make a design document and some concepts/textures for the buildings so that the art style is tied together across all contributors. Also i would like to take on the modeling of the garden/obelisk/well models for the nomad faction...
There's already a general design document here. Why not collaborate on the same document so we can keep things in one place? In fact, we should probably specify on that document what we're modeling, so we don't end up with multiple people trying to model the same unit or modeling a unit someone else already completed.
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

MuwuM

  • Ornithopter
  • *****
  • Posts: 426
  • No Game without Move(ment)
    • View Profile
    • MuwuM - Lexicons
Re: MegaGlest Refit - Desert Nomads
« Reply #64 on: 23 December 2012, 10:25:09 »
Someone named lucas(Sorry I don't know who you are!)
If you think of Lukas Theis ... that's me.

Great, that a couple artists started working on Desert nomads ... as I have no time / skill in getting/being good in it.

First version of XML-Structure could be in Dropbox within the next 12 hours...

First test's with AI showed that it might be nessesary to tell the AI that a hero is worth to be produced at any time...

Further I experienced a good useage of the well which is a bit weak at the moment but could become a great defending - building

In fact, we should probably specify on that document what we're modeling, so we don't end up with multiple people trying to model the same unit or modeling a unit someone else already completed.

added column in the Document for that. PLEASE ALL OF YOU, ENTER YOUR NAME WHEN STARTING TO WORK ON A MODEL.

Psychedelic_hands

  • Guest
Re: MegaGlest Refit - Desert Nomads
« Reply #65 on: 23 December 2012, 10:27:36 »
Over Christmas I will try to make a design document and some concepts/textures for the buildings so that the art style is tied together across all contributors. Also i would like to take on the modeling of the garden/obelisk/well models for the nomad faction...
There's already a general design document here. Why not collaborate on the same document so we can keep things in one place? In fact, we should probably specify on that document what we're modeling, so we don't end up with multiple people trying to model the same unit or modeling a unit someone else already completed.

Art style  is going to be very tricky, I feel like we're all going to have to compromise a fair  bit. I've kind of just jumped in and started, and I'm a bit worried that I've put too much of a distinct style on... I'm hoping though that everyone will like it and try to follow a bit, but thats kind of douche of me I know...

And wciow, great to see you're interested!

MuwuM

  • Ornithopter
  • *****
  • Posts: 426
  • No Game without Move(ment)
    • View Profile
    • MuwuM - Lexicons
Re: MegaGlest Refit - Desert Nomads
« Reply #66 on: 24 December 2012, 16:54:07 »
first version of place-holder-techtree in the dropbox, you may place it in your tech folder and test it ... not much balancing done, yet ...

ElimiNator

  • Airship
  • ********
  • Posts: 3,391
  • The MegaGlest Moder.
    • View Profile
Re: MegaGlest Refit - Desert Nomads
« Reply #67 on: 27 December 2012, 19:32:29 »
Should I have 2 horses pulling the chariot or 1?
I think there should be 2 but will it look fine in glest?

Also what will he use, bow or spear?
« Last Edit: 27 December 2012, 19:45:20 by ElimiNator »
Get the Vbros': Packs 1, 2, 3, 4, and 5!

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: MegaGlest Refit - Desert Nomads
« Reply #68 on: 27 December 2012, 19:55:45 »
Should I have 2 horses pulling the chariot or 1?
I think there should be 2 but will it look fine in glest?

Also what will he use, bow or spear?
Since there's already a camel archer, I think it'd be better to be throwing spears from the chariot. As for the number of horses, I don't care either way, but one horse is technically plenty to pull a chariot and easier to animate while keeping the model within a size restriction. I'm not sure if the unit will be able to fit as a size two unit as it is.
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

ElimiNator

  • Airship
  • ********
  • Posts: 3,391
  • The MegaGlest Moder.
    • View Profile
Re: MegaGlest Refit - Desert Nomads
« Reply #69 on: 27 December 2012, 21:22:38 »
Ok Ill do one and if we want another can be added later.
Get the Vbros': Packs 1, 2, 3, 4, and 5!

ElimiNator

  • Airship
  • ********
  • Posts: 3,391
  • The MegaGlest Moder.
    • View Profile
Re: MegaGlest Refit - Desert Nomads
« Reply #70 on: 27 December 2012, 21:45:07 »
Ok here is the mesh:

Get the Vbros': Packs 1, 2, 3, 4, and 5!

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: MegaGlest Refit - Desert Nomads
« Reply #71 on: 27 December 2012, 21:50:34 »
Ok here is the mesh:
If we're using one horse, you'd probably want the hitch of that chariot to come on both sides like in this image. Other than that, looks good.
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

ElimiNator

  • Airship
  • ********
  • Posts: 3,391
  • The MegaGlest Moder.
    • View Profile
Re: MegaGlest Refit - Desert Nomads
« Reply #72 on: 28 December 2012, 01:09:58 »
Here it is textured:



I still have to add straps on the horse, and team colour.
Get the Vbros': Packs 1, 2, 3, 4, and 5!

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: MegaGlest Refit - Desert Nomads
« Reply #73 on: 28 December 2012, 04:50:15 »
I finished the market.






However, I'm not sure where to upload it. The dropbox folder currently has a megapack and megapack_refit folder. The megapack refit folder has the layout for this faction under a different name (and that's it). The other folder seems to be a mess of some renamed factions and others untouched. Both have alternative or placeholder models. Can we standardize where we're putting everything?

We also need somewhere to put the source files (blender and image files). I propose we make a separate techtree folder layout to store them.

In the meantime, here's the files for any interested parties. G3Ds (stop, build, and die), PNG textures (compressed to the limit; stop model is 1024 x 1024, the other two are 512 x 512), PDN source files (multilayered), and blend files.
« Last Edit: 28 December 2012, 04:58:52 by Omega »
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

Psychedelic_hands

  • Guest
Re: MegaGlest Refit - Desert Nomads
« Reply #74 on: 28 December 2012, 06:08:16 »
Looks good. Do you mind if I give some suggestions? You don't have to take it.

- Try adding some skirting to around the base of the building. Just to break up the one big solid wall texture.
-Add some moss around the base as well, it helps transcend from the ground texture to the model. All of Magitechs buildings do this.
-Maybe even some plants or grasses around the base too.
- Change the end of the log from being brown to how the inside of a tree looks... (didn't explain that well, here: http://us.123rf.com/400wm/400/400/dole/dole1109/dole110900029/10727914-redbud-wood-log-isolated-on-white.jpg.
- Add a different type of brick in the corners (example: http://www.flickr.com/photos/29574758@N00/4593651257/)
- Bevel the corners so it doesn't look so perfectly square.
- Add shading in the team colour bit, maybe add some fog. Perhaps even extrude it out or in a bit? whatever, just to make it stand out less.
Make behind the door black, and maybe shade behind it or even add skirting around it.

Do you not have the Art folder in your dropbox? You should make a folder for the nomads and stick it in there.

 

anything