[FfH II Art Team Blog]

:lol::lol::lol:yeh unfortunately :lol::lol::lol:

maximum really should be 1000-1500 polygons (not sure what that translates into vertices) for a unit and a couple of hundred polygons for a building.

yep.

like 1500 triangles max. vertices dont matter (if you keep the triangles below 1500 ;)).

cheers.
 
I think 1500 triangles can theoretically be 1502 vertices, if you figure you first make one triangle, then all new triangles is attached to another triangle so each new triangle borrows 2 vertices from another so is actually only one new vertex.
 
Was the "beast of Agares" you speak of that Picture of a Balor that looked like a super big, crazy evolved, super demon? With many tails and such?

This thing, I believe.

beastofagares.jpg
 
Hey guys, sorry for all the long waiting.
I simply don´t have time to work on grafix at the moment.
Will be back from conference at saturday,... so maybe on sunday i can finish the texture for the beast...
 
I think 1500 triangles can theoretically be 1502 vertices, if you figure you first make one triangle, then all new triangles is attached to another triangle so each new triangle borrows 2 vertices from another so is actually only one new vertex.
Actually, I think that if the entire system of triangles forms a sealed surface the last two triangles won't add additional vertices. For example, a tetrahedron is four triangles linked. The first is three verticies, the second adds one vertex, and the the last two don't add additional verticies. The end result is four triangles and four verticies. 1500 triangles would result in a 1500-vertex surface.

Not that there would be much difference between 1500 and 1502 vertices.
 
Our beast of Agares is 1737 polygons. seZereth agreed that it was special enough to deserve up to 2500 or so, but I still tried to be as economical as possible.
 
Hopefully the Beast will look cool ^_^
 
not sure if this is the appropiate thread for this but here goes:

placeholder art for many civs can be very annoying but of course i totally understand that creating new unit models, animating & texturing them is a hell lot of work and the people with the skills are rare and obviously have their own life too. and they are doing a damn fine job already, there s soo many absolutely great looking units in FFH2 that it puts many "professional" games to shame.

i was however wondering how much effort it would take to simply take already existing models a bit in order to make the different civs looks more different and flavourfull WITHOUT creating a huge load of new models for every unit.

example:

lets say calabim for example. they have the exact same hunter/ranger/beastmaster graphics as many other civcs and they look kinda strange for calabim.

how "hard" would it be to use the vampire model for example, give him a spear as a weapon and "simply" accompany him with animals (as all hunter/ranger/beastmasters are) ? i.e. one wouldnt need to make a single new animation/model/texture but simply put together already existing models etc. and still get a somewhat civ-unique result that while not really original at least is more fitting than placeholders that many civs share and sometimes look really out of place for certain civs.

what i m talking about is not doing any new stuff but rather using existing models, changing weapons, maybe using different colours, resizing them etc.

is that kind of stuff remotely easy to learn / can you do it with free software ?

because i think one could remove a lot of unfitting placeholders this route without needing tons of new models and thus hopefully a lot less work.

stuff i was thinking about (just for example - btw i m playing mostly Orbis but i think unit graphicswise its no different than base FFH):

Doviello Archmage: blue robed standard archmage. doviello adepts/mages look like doviello but this guy doesnt fit all. if i could i d take the doviello adept graphic and give him a different looking staff to differentiate the archmage.

Balseraph (Arch)mage: again standard (arch)mage graphics. meanwhile the adept looks perfectly balseraph-ish. again just changing the weapon of the adept when he becomes an (arch)mage to differentiate would be enough.

Balseraph Immortal: standard immortal. doesnt fit balseraphs at all. meanwhile their swordsmen look pretty awesome so i think a single, slightly bigger swordsmen would fit the balseraph immortal much better.

Disciples/(High-)priests: okay for human civs (though i d imagine a doviello following FoL looking different ^^) but when playing Clan of Embers, Dwarves and Elves they feel pretty weird - especially since they even have racial promotions but still look human. Again creating a unique model for each disciple/(high)priest of the different religions and races would be a hell lot of work and i doubt it ll ever happen .... using a basic orc model for clan for example and "simply" adding the religion-depending different "halos" on their heads + a staff for a weapon ... now thats more doable, isnt it ?

soooo..... whats needed to do this kind of stuff, is it something I or others who dont have any moddelling experience could learn without a huge time (and money in case the programs needed to it arent free) investment ?
 
placeholder art for many civs can be very annoying but of course i totally understand that creating new unit models, animating & texturing them is a hell lot of work and the people with the skills are rare and obviously have their own life too. and they are doing a damn fine job already, there s soo many absolutely great looking units in FFH2 that it puts many "professional" games to shame.

Me and seZereth are starting to collaborate on replacing placeholder art. The beast of agares is the first. I'm slowing us down though, because I'm an annoying perfectionist and I want it to look just perfect :lol:



how "hard" would it be to use the vampire model for example, give him a spear as a weapon and "simply" accompany him with animals (as all hunter/ranger/beastmasters are) ? i.e. one wouldnt need to make a single new animation/model/texture but simply put together already existing models etc. and still get a somewhat civ-unique result that while not really original at least is more fitting than placeholders that many civs share and sometimes look really out of place for certain civs.

Usually not hard, although it does depend on the skeleton. If the animation skeletons used by the vampire, and ranger, aren't compatible, then the model needs to be re-rigged. Which isn't particularly hard, per se. but time consuming.

is that kind of stuff remotely easy to learn / can you do it with free software ?
Very easy, yes. Changing weapons and animation sets can be done with nifscope and notepad. but if the animation sets don't match, you'll need blender to re-rig it. All free though.

Disciples/(High-)priests: okay for human civs (though i d imagine a doviello following FoL looking different ^^) but when playing Clan of Embers, Dwarves and Elves they feel pretty weird - especially since they even have racial promotions but still look human. Again creating a unique model for each disciple/(high)priest of the different religions and races would be a hell lot of work and i doubt it ll ever happen .... using a basic orc model for clan for example and "simply" adding the religion-depending different "halos" on their heads + a staff for a weapon ... now thats more doable, isnt it ?

This is something that really needs done, actually. Since it would be changing mesh data and uvmaps though, it would require use of blender and photoshop/gimp too. not really hard, but it's annoying work.

soooo..... whats needed to do this kind of stuff, is it something I or others who dont have any moddelling experience could learn without a huge time (and money in case the programs needed to it arent free) investment ?

I'd say start with blender. It's not the simplest, but it's ultimately the best way to do things and not end up with broken nifs, as working purely with nifscope often does. Especially, don't ever use anything but blender for re-rigging. It creates a huge bloated mess that is permanantly broken and can never be re-imported. Sadly, many older FFH units are like this

You will need nifscope for adding shaders and touch-ups to the final unit though. That's a pretty confusing program, but it's not bad once you learn to ignore the 99% of stufff that you'll probably never use.

My suggestion is to work on a simple proof of concept, before making any actual units. My first nif was a rainbow colored cube. Made and textured in blender.

To become an artist, you will need to get and learn the basics of, the following

1. Blender, and the blender .nif scripts
2. Nifscope or Nifviewer (preferably the former)
3. Photoshop, Gimp, or some similar advanced image editor. MSPaint will NOT do the job.
4. Notepad++, or just notepad. For xml artdefine editing. Notepad++ is awesome though.

Everything listed above except photoshop is free.

Best place to get started if you need help is the main Creation and Customisation forum. I basically started by posting "I'm a noob. tell me what to do"
 
Anyways, I think most of the calabim units (unless starting with the Vampirism promo) should not look like vampires, but instead have a wild, tattooed look similar to the Moroi.

If you wanted to make vampire-based units, you should probably have the unit only gain such art AFTER it aquires the vampirism promo (through gift vampirism)
 
not sure if this is the appropiate thread for this but here goes:

placeholder art for many civs can be very annoying but of course i totally understand that creating new unit models, animating & texturing them is a hell lot of work and the people with the skills are rare and obviously have their own life too. and they are doing a damn fine job already, there s soo many absolutely great looking units in FFH2 that it puts many "professional" games to shame.

i was however wondering how much effort it would take to simply take already existing models a bit in order to make the different civs looks more different and flavourfull WITHOUT creating a huge load of new models for every unit.

example:

lets say calabim for example. they have the exact same hunter/ranger/beastmaster graphics as many other civcs and they look kinda strange for calabim.

how "hard" would it be to use the vampire model for example, give him a spear as a weapon and "simply" accompany him with animals (as all hunter/ranger/beastmasters are) ? i.e. one wouldnt need to make a single new animation/model/texture but simply put together already existing models etc. and still get a somewhat civ-unique result that while not really original at least is more fitting than placeholders that many civs share and sometimes look really out of place for certain civs.

what i m talking about is not doing any new stuff but rather using existing models, changing weapons, maybe using different colours, resizing them etc.

is that kind of stuff remotely easy to learn / can you do it with free software ?

because i think one could remove a lot of unfitting placeholders this route without needing tons of new models and thus hopefully a lot less work.

stuff i was thinking about (just for example - btw i m playing mostly Orbis but i think unit graphicswise its no different than base FFH):

Doviello Archmage: blue robed standard archmage. doviello adepts/mages look like doviello but this guy doesnt fit all. if i could i d take the doviello adept graphic and give him a different looking staff to differentiate the archmage.

Balseraph (Arch)mage: again standard (arch)mage graphics. meanwhile the adept looks perfectly balseraph-ish. again just changing the weapon of the adept when he becomes an (arch)mage to differentiate would be enough.

Balseraph Immortal: standard immortal. doesnt fit balseraphs at all. meanwhile their swordsmen look pretty awesome so i think a single, slightly bigger swordsmen would fit the balseraph immortal much better.

Disciples/(High-)priests: okay for human civs (though i d imagine a doviello following FoL looking different ^^) but when playing Clan of Embers, Dwarves and Elves they feel pretty weird - especially since they even have racial promotions but still look human. Again creating a unique model for each disciple/(high)priest of the different religions and races would be a hell lot of work and i doubt it ll ever happen .... using a basic orc model for clan for example and "simply" adding the religion-depending different "halos" on their heads + a staff for a weapon ... now thats more doable, isnt it ?

soooo..... whats needed to do this kind of stuff, is it something I or others who dont have any moddelling experience could learn without a huge time (and money in case the programs needed to it arent free) investment ?

Earlier this summer I downloaded the free programs and started using them (except blender, havent really gotten into that much) just to create units to replace the temp. placeholder units.

For example I wanted to make a Hippus immortal unit, and have it mounted so it fits with the civ's flavor. I took the knight unit (which looks really cool, and is one of the few finished tier 4 units) and re skinned it to get a better looking immortal unit.

I highly suggest getting the free programs and experimenting with them. If you spend enough time, you can make some cool stuff.
 
Anything to report over the last two weeks guys?

Also, its occured to me that we could just put the lamias in without animations - Archmagi and Shadows currently have no attack animation - until such time as they can be animated. We've been waiting for what, two years now? Shame to see that art going to waste.

And finally, a /bump on the Sidar Horseman ;)
 
Anything to report over the last two weeks guys?

Also, its occured to me that we could just put the lamias in without animations - Archmagi and Shadows currently have no attack animation - until such time as they can be animated. We've been waiting for what, two years now? Shame to see that art going to waste.

And finally, a /bump on the Sidar Horseman ;)

If I had the Llamia files, I could rig them to a basic skeleton and give them an idle, die and walk animation at least. But I dont have them.
The last two weeks were not very constructive on the art side,... sorry for having an awesome great time ;)
I need some rest today from all the crazy parties and stuff anyway, so I will try to slip in some work on the ferrets.
WarKirby is still fighting with the flame particle problems on the Beast of Agares, hope he can make it work properly, someday.
 
Sadly, I couldn't get the beast as perfect as desired D:

seZereth is doing a last little bit of gloss mapping, then you'll probably see it in the next FFH pathc. It's in FF now.

Moving on, I'd like to do a druid next. Same deal as before, I'll model and rig, seZereth will unwrap (if necessary) and texture. The druid has had placeholder art for too long, I think.

Currently a little short on ideas for how he should look though, so if anyone has suggestions, or (far better) pictures, please post away. A caveat though, it will be human druid, so try to avoid the typical elven archetypes. Both elven civs already have unique druid art, the one we're going to do is a general human-looking druid for everyone else to use.

So far, I have two ideas in concept

A: A typical gaulish druid. White bearded old man in white/grey/brown robes, possibly with a hood. carrying a sickle, a bag of alchemy supplies, etc.

B: This, though probably without the glowy weapon or cat-thingy. A raven on the shoulder is possible, although it wouldn't be animated.
Spoiler :
attachment.php

I think something like the above may possibly be better for beastmaster art actually, so I'm not too sure.

But if anyone has any better ideas, feeel free to post.
 

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Mmm, yeah. The druid placeholder was given a new lease of life by whoever animated it, but its still pretty blatantly a Confucian Missionary.
That said, I'd love to see custom druids for all the default Neutral civs* (Amurites, Hippus, Lanun & Sidar). Maybe you could save one of your ideas for one of them and have the other as the standard model? Beastmastery guy looks like he'd make a good Hippus with a mask on.

*and custom pallies for all the default Good civs, for that matter.
 
I think something like this would be best. You can either go with a beard, or muscles with this basic format ... including the possibility to add a raven to the shoulder.

This form of druid was an optional combatant on the battlefield, although his main job was to chant in order to inspire his allies with religious strength. (increased damage and morale)
 

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