Posted: Wed Nov 15, 2017 3:44 am Post subject:
[Ares]RA3 Reaper
Subject description: Facings=32
-strong vs infantry/garrison/aircraft
-slow and ineffective vs tank
-gain twice more armor when entrenched
-can be repaired when entrenched
-effective enough to threat tanks when entrenched
-can not undeploy when entrenched, legs are ingrained underground
Enable anti-aliasing (catmull rom). the render looks horribly pixelated.
The scene needs better/correct lighting, matching the RA2 lighting. Currently it looks like the light source is directly above the unit, not in south west. It also lacks shadows on itself->lit and shadowed areas have the same brightness.
Is this converted from somewhere? It looks like the textures have already some kind of self-illumination and lighting applied to them, which results in such wrong lighting on the render.
The standing frames rotate around a different center point than the walk frames. The round base where the chassis connects with the turret is not centered correct in the standing frames.
It's not a original model whatsoever, but a model extracted directly from Red Alert 3, and there are multiple attempts at RA3 model-shp conversions in ppmforums iirc, all with much better quality than his conversions.
And even among them, the quality of this one is the worst.
And WHY THE HELL IT’S CALLED CENTURION? _________________ Aka DirtyChicken QUICK_EDIT
It's not a original model whatsoever, but a model extracted directly from Red Alert 3, and there are multiple attempts at RA3 model-shp conversions in ppmforums iirc, all with much better quality than his conversions.
And even among them, the quality of this one is the worst.
And WHY THE HELL IT’S CALLED CENTURION?
EA ripped off WW's design and presented it as their own, WW's unit was the Centurion, which is what this design is known as in this community. Fun fact, there were 7 camo designs i know of, only have clear pics of 3.
EA adds two grenade launcher in both side, and replaces the top turret with a rocket pod, other parts look almost identical imo.
Question: How to turn on anti-aliasing without blurring the background? _________________
Still a bit blur at edge when import from pngs with transparent background _________________ Last edited by cxtian39 on Wed Nov 15, 2017 10:43 pm; edited 1 time in total QUICK_EDIT
Also disable alpha in your png output frames setup. You don't need the alpha channel.
Use a fixed color like pure green or purple as background, not default black. Since black is often part of shadowed unit areas and during SHP conversion you don't want to constantly fix the resulting transparent holes, where a dark pixel was changed into transparent. _________________ SHP Artist of Twisted Insurrection: Nod buildings
EA ripped off WW's design and presented it as their own, WW's unit was the Centurion, which is what this design is known as in this community. Fun fact, there were 7 camo designs i know of, only have clear pics of 3.
Considering TJ Frame made both the RA2 version of the Centurion and the Uprising version of the Reaper, you can hardly call that ripping off.
Better, but still lacks lighting. Just like what LKO had said, your scene lighting is wrong, which make your model lacks highlight and contrast.
I'd rather call it Reaper. It's exactly the Reaper from RA3 Uprising, which is not really similar with that Centurion concept. And there is another Centurion mech in C&C4, so the Centurion name is confusing. _________________ Aka DirtyChicken QUICK_EDIT
no clue about the script
here is a 3dsmax scene complete with lighting/camera setup for TS, but RA2 isn't a lot different (maybe the shadow casting light moved a bit more towards west instead of directly southwest).
Shouldn't be hard to figure out how the 1 camera and the 2 lights are arranged and apply that to your scene. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Use a Slice modifier (animate the gizmo to negate the unit movement and keep the slice plane on ground level) and cut away the part below ground.
or
Render it once without anti-aliasing with the ground in pure green (or purple or some other plain color).
Then render again with anti-aliasing without any ground that cuts off the unit.
Combine the 2 render passes, by copying the pure green parts over onto the anti-aliased frames, this way removing the below ground parts.
\Topic renamed since it's a completely unmodified SHP conversion of the original unit. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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