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 Forum index » Other Projects » Alpha Projects » Command and Conquer: Rewire
WIPs
Moderators: Gangster
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Regulus
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Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Sun Jan 15, 2012 11:26 pm    Post subject: Reply with quote

I don't know if I like the brown roofs on the gas station and what not. It doesn't remind me of anything that I would think of in regards to roof material...
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lococho
Medic


Joined: 08 Nov 2012
Location: tinta,cusco,peru

PostPosted: Thu Nov 15, 2012 10:13 pm    Post subject: Reply with quote

creators of Tiberian Sun: rewire, I can use their beautiful grounds in my modificaion, global crisis?
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Gangster
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Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Wed Dec 12, 2012 3:15 pm    Post subject: Reply with quote

new pips


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Last edited by Gangster on Fri Dec 14, 2012 2:02 pm; edited 1 time in total

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Bu7loos
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Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Wed Dec 12, 2012 3:38 pm    Post subject: Reply with quote

Wow these are good Smile ?
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0warfighter0
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Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Wed Dec 12, 2012 3:40 pm    Post subject: Reply with quote

I like the occupier pips, it's a good idea, makes it more clear which infantry is in the transport instead of a certain color.

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Regulus
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Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Wed Dec 12, 2012 8:26 pm    Post subject: Reply with quote

These are the sex.
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Machine
Commander


Joined: 01 Feb 2007
Location: National Reference Laboratory for IPNV

PostPosted: Wed Dec 12, 2012 8:54 pm    Post subject: Reply with quote

0warfighter0 wrote:
I like the occupier pips, it's a good idea, makes it more clear which infantry is in the transport instead of a certain color.


I think those are building occupier pips. Anyway I like that style.

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0warfighter0
Commander


Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Wed Dec 12, 2012 9:35 pm    Post subject: Reply with quote

Yeah, now that you say it, the transport pips are probably those small pips at the right.

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Gangster
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Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Wed Jan 09, 2013 1:44 pm    Post subject: Reply with quote


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jan 09, 2013 3:18 pm    Post subject: Reply with quote

amazing progress and very nice models.
Do you have already a preview how the damage frame looks like?
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Gangster
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Joined: 11 Jun 2004
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PostPosted: Wed Jan 09, 2013 4:43 pm    Post subject: Reply with quote

No. Not yet. I am not sure how to MODEL a damage state. Cutting out parts with Compound tool ruin my Unwarp all the time. I can paint it of course, but this is a hell a lot of work, so r006 probably won't feature any damaged states yet. But I promise a build-up-animatimate stuff.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jan 09, 2013 7:31 pm    Post subject: Reply with quote

"unwarp"? Do you mean texture unwrap? Try to first collapse the unwrap modifier by selecting the model and choose "convert to polygon".
When i use compund objects->boolean to subtract a dummy sphere from the model it works fine. I then only fill the crater/hole with some darker texture.
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daviperdragon
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Joined: 31 Dec 2009
Location: MI, USA

PostPosted: Sat Jan 12, 2013 8:33 pm    Post subject: Reply with quote

Awesome work either way.
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Gangster
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Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Tue Mar 19, 2013 7:11 pm    Post subject: Reply with quote

.


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Last edited by Gangster on Tue Mar 19, 2013 8:02 pm; edited 2 times in total

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Bu7loos
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Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Tue Mar 19, 2013 7:23 pm    Post subject: Reply with quote

Damn nice work Smile
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Gangster
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Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Tue Mar 19, 2013 7:41 pm    Post subject: Reply with quote

Thank you! Smile
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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Tue Mar 19, 2013 7:42 pm    Post subject: Reply with quote

Agreed, good job (as usual). The lightning fast GIF's give me a headache though. X_X
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Morpher
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Joined: 28 Jan 2005

PostPosted: Wed Mar 20, 2013 3:23 am    Post subject: Reply with quote

Excellent stuff!
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Anderwin
General


Joined: 16 May 2005

PostPosted: Wed Mar 20, 2013 3:34 pm    Post subject: Reply with quote

wow  Shocked
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Wed Mar 20, 2013 4:13 pm    Post subject: Reply with quote

Some messed up shadows on the Active Animation of the GDI Barracks but overall sweet stuff.

I noticed that the Wolverine also had broken shadows. I've fixed it as well as removed the remaps dot syndrome it was suffering.


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Gangster
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Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Wed Mar 20, 2013 9:11 pm    Post subject: Reply with quote

.


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Bu7loos
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Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Wed Mar 20, 2013 9:32 pm    Post subject: Reply with quote

This one is just too awsome nice detailing too.
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Gangster
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Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Fri Mar 22, 2013 4:33 pm    Post subject: Reply with quote

.


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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Fri Mar 22, 2013 4:44 pm    Post subject: Reply with quote

Yeah very nice. The one thing that really stands out to me (but this is a creative choice) is the clear definition between the building and the bib... there's an obvious black line there that is quite striking but almost cartoony. Depends which way you want to push it but at the moment it seems like a genuinely RA2ified TS rather than a grim remake.

Either way, it's very C&C.
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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Fri Mar 22, 2013 5:19 pm    Post subject: Reply with quote

Good pointing. Made it much less obvious.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Mar 22, 2013 7:50 pm    Post subject: Reply with quote

nice one. really accurate to the original model and concept art.

Though since this is bigger than the TS one, the lack of details on the bigger sections is quite noticeable. I would suggest adding a slight bump map of some metal panels so the main metal grey gets a tad more detail.
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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Fri Mar 29, 2013 2:47 pm    Post subject: Reply with quote

And another two building have been restored.


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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Fri Mar 29, 2013 2:50 pm    Post subject: Reply with quote

Phenomenal, I love them. The improved textures and so great. Just the right amount of detail and sharpness, especially on the Nod WF.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Mar 29, 2013 3:40 pm    Post subject: Reply with quote

is the grid roof of the WF transparent (with holes between the grid bars) and you can see when a new unit is ready inside?
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5 GDI, 5 Nod, 1 Mutant unit, 1 Scrin unit, 1 GDI building

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sat Mar 30, 2013 7:36 am    Post subject: Reply with quote

Lin Kuei Ominae wrote:
is the grid roof of the WF transparent (with holes between the grid bars) and you can see when a new unit is ready inside?


Actuall unit can't be seen for sure. But may be I ll be able to make some nice production anim. Maybe welding flashes. If possible.
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Anderwin
General


Joined: 16 May 2005

PostPosted: Sat Mar 30, 2013 10:11 pm    Post subject: Reply with quote

Do it, make some nice production anim Gangster!
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Bu7loos
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Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Mon Apr 01, 2013 9:32 pm    Post subject: Reply with quote

Holy jesus ,mary and joseph O_o
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Apr 02, 2013 9:23 am    Post subject: Reply with quote

I prefer the original, black & red instead of the white-red striping on the Nod War Factory and Hand of Nod. The way it's now doesn't look cautionary enough.
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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Tue Apr 02, 2013 7:04 pm    Post subject: Reply with quote

This is incredible.

Personally, I'd remove the red/white striping from the Hand of Nod (why do people need caution stripes on an infantry barracks?) and switch the Nod WF to yellow/black like the Refinery.

Also, I'd darken all of the dark grey on the Nod structures a tad.
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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sat Jul 20, 2013 6:50 am    Post subject: Reply with quote

collateral damage


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Morpher
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Joined: 28 Jan 2005

PostPosted: Sat Jul 20, 2013 8:00 am    Post subject: Reply with quote

Amazing! Get us some ingames of a few derelict cities!
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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Sat Jul 20, 2013 8:03 am    Post subject: Reply with quote

LOVE IT.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Jul 20, 2013 8:47 am    Post subject: Reply with quote

they say, "perfection is not attainable", but damn, you're really close with these. Cool
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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sat Jul 20, 2013 10:25 am    Post subject: Reply with quote

They must be some of the best damage frames I've ever seen. You know you could use Ares advanced rubble to always leave these remains after the real building is destroyed.
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Deformat
Defense Minister


Joined: 17 Sep 2007
Location: Bucharest,Romania Posts:29240348568

PostPosted: Sat Jul 20, 2013 10:29 am    Post subject: Reply with quote

Done by 3D modeling or Photoshop edits? Or both?

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sat Jul 20, 2013 6:02 pm    Post subject: Reply with quote

Thank you! %)

OmegaBolt wrote:
You know you could use Ares advanced rubble to always leave these remains after the real building is destroyed.


I love an idea but I have never experimented with it before. For example: What will happen with pre-placed on map buildings with Rubble.Intact=?

Deformat wrote:
Done by 3D modeling or Photoshop edits? Or both?

usually Photoshop but some are both.
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Team Black
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Joined: 25 Sep 2006
Location: Georgia, USA Posts: Over 9000

PostPosted: Mon Jul 22, 2013 2:46 pm    Post subject: Reply with quote

This stuff is frigging boss cheese
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SaneDisruption
Cyborg Cannon


Joined: 14 Feb 2007
Location: California, USA

PostPosted: Mon Jul 22, 2013 8:02 pm    Post subject: Reply with quote

Very nice gangster, I've always admired your rendering techniques for TS/YR projects. Pretty damn incredible I must say.
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Deformat
Defense Minister


Joined: 17 Sep 2007
Location: Bucharest,Romania Posts:29240348568

PostPosted: Tue Jul 23, 2013 9:59 am    Post subject: Reply with quote

Gangster wrote:

Deformat wrote:
Done by 3D modeling or Photoshop edits? Or both?

usually Photoshop but some are both.


Now that Sane mentions it, I'm thinking a bit: Do you do the same with 3D models? As in, you take the 3D modelled building and later edit it even more to give it that nice render look, or is it all a proper rendering job?

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Tue Jul 23, 2013 11:57 am    Post subject: Reply with quote

Since none of MAX render may pass a Photoshop editing (you have to build all frames and shadows before converting to SHP anyway) I never miss a chance to apply Unsharp Mask or paint over some more dirt or light reflections if it feels not enough. However I am trying to minimize post-render edits (because later you will have to do same with build up animations and this is too much work). As instead I prefer to load a unmerged multi-layered psd right into Diffuse map. Then I just painting detalied texture in Photoshop and checking how it turs out in max. Painting, switching to MAX, F9, repeat. Dirt, scratches, color correction like contrast or hue shifts - everything should be finalazed on this stage.
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SaneDisruption
Cyborg Cannon


Joined: 14 Feb 2007
Location: California, USA

PostPosted: Tue Jul 23, 2013 2:36 pm    Post subject: Reply with quote

Very nice technique gangster. You should put up a tutorial for the rest of the community. Everyone can benefit from a tutorial done by yourself, hell it could be a youtube based video tutorial. I know I'd be interested in seeing what your workflow entails.
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Deformat
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Joined: 17 Sep 2007
Location: Bucharest,Romania Posts:29240348568

PostPosted: Wed Jul 24, 2013 11:48 am    Post subject: Reply with quote

SaneDisruption wrote:
Very nice technique gangster. You should put up a tutorial for the rest of the community. Everyone can benefit from a tutorial done by yourself, hell it could be a youtube based video tutorial. I know I'd be interested in seeing what your workflow entails.


And you'd not be the only one. Very Happy

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Thu Jul 25, 2013 10:19 am    Post subject: Reply with quote

Uh. I am afraid my english won't allow me to write a good tutorial. What if you post some of your renders and together we will give it a good look? and i'll tell some tricks along the way.
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Jul 25, 2013 1:14 pm    Post subject: Reply with quote

You could always use pictures to explain for you #Tongue
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SaneDisruption
Cyborg Cannon


Joined: 14 Feb 2007
Location: California, USA

PostPosted: Thu Jul 25, 2013 4:19 pm    Post subject: Reply with quote

Sounds like a good idea Gangster, that would be more than enough for people to understand your workflow.
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