Ratha (Indian Chariot) Project

My feelings about the Ratha unit project

  • I'm likely to USE this unit but can’t help the project

    Votes: 13 68.4%
  • I can CONTRIBUTE skills/computer time to the project

    Votes: 4 21.1%
  • I'm willing to COORDINATE a major section of the project

    Votes: 2 10.5%
  • I think the whole proposal is Lame / IMPOSSIBLE

    Votes: 0 0.0%

  • Total voters
    19
  • Poll closed .
Oh... I've just figured it out... :lol:
 
The person for some reason, to me, looks too small compared with the ratha. Could you maybe make him a little bit bigger?
Thanks for checking in. That's the pdm standing alone in a ratha designed to carry at least two. So it is already proportion.
 
You know, I think that the ratha could carry two soldiers beside the driver... or a king and his bodyguard.
 
Thanks for checking in. That's the pdm standing alone in a ratha designed to carry at least two. So it is already proportion.

I've also been following the thread.

I, too, have concerns about the size of the ratha in comparison to the PDM. I do not doubt that you, Blue Monkey, know the correct proportions better than I. I would just be worried about how the unit will fit on the map. If the PDM is a reasonable size in comparison to other unit, then, it seems as though the whole unit might be too large. On the other hand, if the whole unit is made to fit the map, then perhaps the PDM will appear too small.
 
In a while I'll upload a couple shots of the ratha in its prsent form and size with some riders on top of it.
 
The intention is to get the ratha proportioned to the riders & horses, as a model, then reduce the whole, when it's animated & rendered, to fit in with other units. Yes, the riders will be smaller. But they should look no worse than in the units with people riding on mammoths, for example.
 
These should do, I think:


For a king and his squire/bodyguard/shieldbearer.
An archer would have plenty of room.

I've also been thinking... where would you put the spare quivers and other stuff like an extra bow, swords, etc.?
 
I do see now what is being pointing out. I think that "cheating" the pdm size when setting up the animation (maybe by about 10%?) would handle the difference between accuracy & "look".

The area under the chattra is where the extra equipment would be stored, as well as a retreat from the midday sun. It should be comfortable for 2 & their equipment, but crowded for three.
 
Do you want me to add them as part of the chariot structure?
 
hmmm.gif
aye.gif
So, we come to this then...



(yes, I did move the entire chattra and its pennant so that the pillars ride the lesser hump)

btw congrats on Apple surpassing Microsoft in $.
 
Here I was thinking that some details could be used only for special renders like the civpedia...
 


(yes, I did move the entire chattra and its pennant so that the pillars ride the lesser hump)
I like that placement. Viewing the images larger I see a couple of "spikes" crept in. Maybe someone with more experience can tell us if they'll affect the unit's appearance - like causing weird shadows in rendering. If not maybe it's not worth the time involved to eliminate them.

btw congrats on Apple surpassing Microsoft in $.
What's going on?

Here I was thinking that some details could be used only for special renders like the civpedia...
Stacks of arrows, etc? It would make a very pretty picture if we wanted to render an image/animation so huge that it takes up half the screen and makes the page load so irritatingly slow that we lose the interest & support of some people with criticism/advice worth listening to. But seriously, for practical purposes the 'pedia image will work best if it keeps to the clean simple style that matches those of other units.
 
I like that placement. Viewing the images larger I see a couple of "spikes" crept in. Maybe someone with more experience can tell us if they'll affect the unit's appearance - like causing weird shadows in rendering. If not maybe it's not worth the time involved to eliminate them.
Well, so far it doesn't show anything in the renders, does it?
Blue Monkey said:
What's going on?
Apple has become the world's bioggest tech co
Blue Monkey said:
Stacks of arrows, etc? It would make a very pretty picture if we wanted to render an image/animation so huge that it takes up half the screen and makes the page load so irritatingly slow that we lose the interest & support of some people with criticism/advice worth listening to. But seriously, for practical purposes the 'pedia image will work best if it keeps to the clean simple style that matches those of other units.
In the name of simplicity, the most played game for the past few weeks has been UFO:Enemy Unknown. And I installed Prince of persia earlier tonight...
 
:huh: I don't have Poser and have never used it, so I really couldn't say.

Aaaaugh! Prince of persia is a very difficult game, I'd forgotten after all those years.
 
What do you mean with spikes, the bumps in what should be the smooth curves?

If so, I don't they would show at civ-scale. But, they might produce a small line of shadow along the top edge of the wagon in some directions.
 
What do you mean with spikes, the bumps in what should be the smooth curves?

If so, I don't they would show at civ-scale. But, they might produce a small line of shadow along the top edge of the wagon in some directions.
Once we get to the texturing I can try some test renders. That should let us know.
:huh: I don't have Poser and have never used it, so I really couldn't say.
I've got to do some more thinking about what questions to ask, but I'm going to start a thread to find out what parameters animators would need in general for an .obj/textures package to be useful. That way there's a starting point for making things like weapons, clothes, etc. for the pdm, as well as vehicles, etc.
 
OK, work's on hold until you find anything new... but as Blender itself is very capricious, maybe we should ratha find a renderer (maybe Plotinus?) and move on, if anythign gives us trouble then I can fix it.

If you want to, I can send you a more or less 'clean' version of the file (failed attempts, unused textures, etc. remvoed) anytime you wish.
 
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