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Ancient warfare

Discussion in 'Works In Progress - Archive' started by janpec, Feb 5, 2013.

  1. janpec

    janpec

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    Hellenic hunting dog.
     
  2. janpec

    janpec

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    Pugio, short roman sword. Some errors on handle have no idea where they come as normal map and mesh are ok.
     
  3. TheRealFuzz

    TheRealFuzz

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    Looks awesome! :)
     
  4. janpec

    janpec

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    Thanks:D More stuff to come.
     
  5. janpec

    janpec

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    Galic long sword.
     
  6. janpec

    janpec

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    Falcata, common Greek and Carthagian sword. Mesh smoothing normals on render present, should be fixed with proper smoothing groups later.
     
  7. janpec

    janpec

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    Greek bronze helmet, also known helmet for Macedonians and Carthege.

     
  8. Velo222

    Velo222

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    Hey janpec,

    What program do you use to make the 3d models? Also, what program do you use for the textures? I am just curious. Very nice assets there.
     
  9. janpec

    janpec

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    Hey Velo222,

    I use 3ds max, 3d coat and Mudbox mainly. Max for modeling of hardsurface models such as swords, shields, helmets and 3d coat for all organic models that are first sculpted and then retopologised in 3d coat.
    For textures i always use Mudbox, all models are mix between handpainted and photosource textures, i use many layers of textures with different layering methods for final texture in Mudbox.
    In Unity i use Fur shader, Shaders pack from Chickenlord and Marmoset shaders for final renders and use.
     
  10. janpec

    janpec

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    Sarissa, long phalangite spear.

     
  11. janpec

    janpec

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    Gallic round shields.

     
  12. janpec

    janpec

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    Basic survivalist / hunter bow.
     
  13. janpec

    janpec

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    Fire logs variations.
     
  14. janpec

    janpec

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    Corinthian bronze helmet.
     
  15. janpec

    janpec

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    Spatha.

     
  16. janpec

    janpec

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    Celtic shields:
     
  17. janpec

    janpec

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    Celtic long sword. Some smoothing normals to be fixed on tip.
     
  18. janpec

    janpec

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    This is picture i keep for reference on visuals (not my artwork).
     
  19. janpec

    janpec

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    Celtic "leaf" spear.
     
  20. janpec

    janpec

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    Celtic oval shield.
     
  21. janpec

    janpec

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    Auxiliary shield, normal and elite one.
     
  22. janpec

    janpec

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    Quick blockout of Alexandria map.
     
  23. virror

    virror

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    Amazing as always : )
    You are certainly a very talented modeler : D
     
  24. janpec

    janpec

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    Celtic "staff of fear". Causes morale drop to nearby enemy troops. Another version might be with beheaded heads as it is more historically accurate but not sure yet if it isnt going too far.
     
  25. janpec

    janpec

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    Siedge / climb ladder. Made both parts of ladder are procedural parts so lenght can be adjusted.
     
  26. MickM

    MickM

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    Very nice modelling and texturing! How long does it take you do to something of that standard up normally (Weapons/shields)

    How is gameplay tracking? Do you have a programmer yet?
     
  27. janpec

    janpec

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    Hey MickM shields are swords have pretty much standart procedure time, about 2-3 hours usually.

    All i have is concept and written down stuff but nothing has yet been implemented as there is no programmer. First aim is multiplayer working with dedication method that allows two people to connect, then getting fighting mechanic ready, then all survival features and last AI from living world enemies such as bandits, villagers, guards but AI is really beouse it is complex and whole project is multiplayer rotated is not a sure thing to even be in it.

    If i dont get programmer in two months i will probably have to try my best on Kickstarter to raise funds and hire one.
     
  28. janpec

    janpec

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    Roman siege tower. Used for "wave" styled attacks, as well as multiplayer. Its constructed from procedural parts so it will be adjustable in height.
     
  29. TVE

    TVE

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    Beautiful game, I look forward to its progress.
     
  30. TheRealFuzz

    TheRealFuzz

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    Looks amazing as ever.
     
  31. janpec

    janpec

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    Wooden palisade and barricade. All parts should be placed manually so fort size and shape can be totaly adjusted, as well as look of barricades.


     
  32. janpec

    janpec

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    Onager, type of Roman catapult. Destructable, projectiles can be loaded , two types - a normal rock and burning rock with oil.
     
  33. janpec

    janpec

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    Battering ram. Can be burned with flaming arrows and destructable by sword / catapult.
     
  34. janpec

    janpec

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    Some start on vegetation.

     
  35. tynew

    tynew

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    Pretty nice artwork man. Ambient occlusion in marmo is messy. Did you end up finding your programmer? I'd love to play your game, not many of the genre like it out there.
     
    Last edited: Dec 2, 2013
  36. taichiu727magnus

    taichiu727magnus

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    nice models! i am a 3d modeler as well and i am here to ask some questions as i just started to learn texturing. for texturing, how would u need to optimize the models?
     
  37. janpec

    janpec

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    Hehe not more messy than Unity SSAO:D
    Nope no luck with programmer yet, hope it changes.

    Hey models can be optimized on textures or mesh (triangle count). For texture all you do is in Unity or Photoshop reduce its size for half for example changing texture size from 1024x1024 to 512x512 which will use less video memory. You can select in Unity once you click on your imported texture the maximum size you want to use. So that way you can make two textures one for higher LOD and one for lower LOD to be used.

    For decimation of models to lower polygon models you can use 3ds max decimation tool (modifier), decimation tools from Asset store such as Simplygon or alternative.

    If you have more specific question i would gladly answer.
     
  38. dterbeest

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    Hi Janpec,

    Things are still looking great here! Keep up the good work!
     
  39. janpec

    janpec

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    Thanks man:D
     
  40. taichiu727magnus

    taichiu727magnus

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    thx for the reply, i will take note of that, and for the uvunwrapping, any tips for weapons, buildings and etc? If u optimize ur models, will it be easier to uvunwrap? and how? Looking forward to this :)
     
  41. janpec

    janpec

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    Hm, models are usually easier to unwrap the less polys they have, but optimised models reduced on poly count with decimation softwares usually get many triangles and makes it harder for unwraping. As for unwraping technic you should look on Youtube there are many tutorials for unwraping. Buildings have to use procedural parts and tileable textures to get tiled textures over huge surface parts. What software do you use for 3d modeling?
     
  42. taichiu727magnus

    taichiu727magnus

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  43. OussamaB

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    This looks fantastic!! Keep up the good work!
     
  44. janpec

    janpec

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    Water lily. 512x512 tex, "modular" asset.
     
  45. janpec

    janpec

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    Tree mushrooms.
     
  46. janpec

    janpec

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    Grass patches with wireframe, still more grass versions to come, thus far i am satisfied with current one, except saturation and bias of texture might change depending on ground.
     
  47. avadlamani

    avadlamani

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    Just saying, you might want to tone down the fresnel and reflectiveness on the handle. It doesn't look like it has been used, ever.
     
  48. avadlamani

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    Ok, since edit seems to be broken, I have to mention that this lack of "usedness" seems to be a common trend among all of your IBL images of the weapons.
     
  49. TheRealFuzz

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    Maybe they haven't been used.
     
  50. janpec

    janpec

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    Yep well that was my aim, to have rather clean fresh look rather than worn out. But i might still change it later not sure yet.