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new FreeCiv mod development - NExtended
- GriffonSpade
- Elite
- Posts: 578
- Joined: Mon Apr 29, 2013 4:41 pm
Re: new FreeCiv mod development - NExtended
The only thing I find odd is that the Library appears to be the INSIDE of a building. It doesn't really fit with everything else.
Re: new FreeCiv mod development - NExtended
I know Griffonspade... but when i was brainstoriming and designing the graphic I just liked the interrior to be much nicer than the exterrior version. It doesnt fit into the ancient era and is an interrior, maybe I change it later
Re: new FreeCiv mod development - NExtended
Here are some new building graphics for everyone to use:
Port
Garden
Port
Garden
- Alien Valkyrie
- Elite
- Posts: 514
- Joined: Sun Feb 10, 2013 10:21 pm
- Location: Stuttgart, Germany
Re: new FreeCiv mod development - NExtended
Oh hey, N is back! I had already been wondering where you'd gone off to.
How exactly are you making these look so good?
How exactly are you making these look so good?
~ AVL
Re: new FreeCiv mod development - NExtended
Those are actual real 3d renders (done in MODO Indie) with slight postprocessing in GIMP.
Basically, everything is 3d modeled.
Here is a wireframe of the port:
After you model it, apply materials, do some simple lighting, render and voila ... something pops out I always render some other layers except colors and shading (like ambient occlusion, material ID, incidence angles etc...). I use these additional layers in GIMP for giving the images some more interesting looks. Do some color correction to get the tone and atmosphere I am going for and that is basically the whole process.
It is not hard it is just time consuming and I do not have much time to spare.
But, one thing is sure, I do not plan on giving up the GFX work for Freeciv, I am doing it now for so long (since 2014) that it has become a life style
Basically, everything is 3d modeled.
Here is a wireframe of the port:
After you model it, apply materials, do some simple lighting, render and voila ... something pops out I always render some other layers except colors and shading (like ambient occlusion, material ID, incidence angles etc...). I use these additional layers in GIMP for giving the images some more interesting looks. Do some color correction to get the tone and atmosphere I am going for and that is basically the whole process.
It is not hard it is just time consuming and I do not have much time to spare.
But, one thing is sure, I do not plan on giving up the GFX work for Freeciv, I am doing it now for so long (since 2014) that it has become a life style
Re: new FreeCiv mod development - NExtended
Thanks, copied to the Wiki, collected in category:NExtended. For three images I removed your WIP0x indicator, and for the new theatre I overwrote the old A_Theatre.png. Holler if that is not as it should be, it's easy to undo (= revert) the overwrite, and upload a separate NExtended_theatre.png.ngunjaca wrote:Here are some new building graphics
Re: new FreeCiv mod development - NExtended
I don't seem to have said it already, so: these are so good!
Would you be willing to share the 3D models used to generate the bitmaps?
I would love to see a standard building set based on these in Freeciv proper, but there's obviously a massive amount of work left to cover the rest of the buildings and I realise your priority is likely the buildings in the NExtended ruleset.
I'm sure opengameart.org would benefit from the renders and/or models too.
I've included some of the units from earlier in the thread in my index of stuff to possibly take into the standard distribution (see new thread).
Would you be willing to share the 3D models used to generate the bitmaps?
I would love to see a standard building set based on these in Freeciv proper, but there's obviously a massive amount of work left to cover the rest of the buildings and I realise your priority is likely the buildings in the NExtended ruleset.
I'm sure opengameart.org would benefit from the renders and/or models too.
I've included some of the units from earlier in the thread in my index of stuff to possibly take into the standard distribution (see new thread).
Re: new FreeCiv mod development - NExtended
ngunjaca, this work is just terrific! What an effort.
My big mod is an expansion of the other half of the tech tree & unit list, from mostly the middle-ages onward with a heavy focus on the industrial and atomic ages (though it has a couple ancient additions ala slingers)- it would be interesting to see if they can play nice together. Now that would be one epic tech tree (and unit count!). I've recently migrated it to 2.6, which means I would have to do the same to yours in order to splunch them. Hm.
My big mod is an expansion of the other half of the tech tree & unit list, from mostly the middle-ages onward with a heavy focus on the industrial and atomic ages (though it has a couple ancient additions ala slingers)- it would be interesting to see if they can play nice together. Now that would be one epic tech tree (and unit count!). I've recently migrated it to 2.6, which means I would have to do the same to yours in order to splunch them. Hm.