Posted: Sat Aug 19, 2017 1:46 pm Post subject:
WIP -Allied Gate
Subject description: I need help
Hello evyone today Im working on allied gate but I have probleam because of sandbags not looks like WW style anyone have a idea for creating sandbags ww style.
Check ctchig05 in isotem.mix, its about the best example there is on how WW did it as for no reason the sandbags there are massive, guess it could have been scaled up in the last minute
as for material tips you need to make it rougher and thus less shiny, if you use 3ds max you can drop a noise modifier on it and set it to low settings, you might need to bump up the poly count before that tho, after it you can just add optimize modifier reduce the poly count for faster rendering
I did the sand bags seen here and here for the final allied wall with just the Chamfer Box primitive, noise and then optimize _________________ Tiberian Dawn, Red Alert, Tiberian Sun ,Red Alert 2,Renegade, Command & Conquer 3,Tiberium and Tiberium Wars and Westwood related image & video archive
https://picasaweb.google.com/113361105083292812413?noredirect=1
Skype live:tomsons26
Don't forget to state who are you otherwise i'll ignore the invite QUICK_EDIT
All the 3 cells of the gate should be passable when opened. You are trying
to block the 3/4th of the cells on both sides. I don't know whether you
understood when I commented on your Sov. Gate. I haven't tried your gate
but units should be passing over the side structures that you are making. QUICK_EDIT
The sandbags you had first were fine in size, they needed to be flattened a bit and with a slight noise modifier as tomsons suggested. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
I think the Allied logo shouldn't use remap to be better visible, the pasable space of gates should be wider, and the warning stripes should be more bright, not orange and black but yellow and black. Otherwise nice work. QUICK_EDIT
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