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Tiberian Sun Graphic Enhancement Mods
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Darkstorm
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Joined: 20 Jan 2008
Location: Texas

PostPosted: Sun Jul 11, 2010 3:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wow, I don't think I've seen this topic. Great work on it! Though the upgrade sockets may be a bit too big.

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

PostPosted: Mon Jul 12, 2010 2:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dropship Bay



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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Jul 12, 2010 2:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice. Shouldn't the East side be taller, though?

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

PostPosted: Mon Jul 12, 2010 2:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

I haven't gauged it with the SHP yet, but its a very simple fix if it needs it.

What building should I do next?

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Jul 12, 2010 5:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Temple o' Nod

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

PostPosted: Mon Jul 12, 2010 5:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Here is something brand new for TS:AE: GDI Liquid Storage Tank, designed with adding to base ambiance in mind. Nod's will follow shortly.

Also, did I mention that the GDI Powerplant and GDI Technology Center have completed buildup animations?

MOCK TEXTURE: UPDATE

SCALE UPDATE (image 2)

GDI CURRENT



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Current Completed "Ingame" Buildings

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Scale Update
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Deformat
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Joined: 17 Sep 2007

PostPosted: Tue Jul 13, 2010 10:40 am    Post subject: Reply with quote  Mark this post and the followings unread

I see some really nice stuff there.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Jul 13, 2010 10:47 am    Post subject: Reply with quote  Mark this post and the followings unread

You've gotten really good at this.

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

PostPosted: Sun Jul 25, 2010 8:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Here is the WIP of the Nod Liquid Storage Tanks

There will be more detail conveyed in texture than in shape, as it looks rather boxy right now.



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Vefbl4
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Joined: 07 Feb 2007

PostPosted: Sun Jul 25, 2010 8:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wow!I like these.

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Jul 25, 2010 9:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Me too!

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Mon Jul 26, 2010 4:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Crimsonum wrote:
Temple o' Nod

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daviperdragon
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Joined: 31 Dec 2009
Location: MI, USA

PostPosted: Sat Sep 04, 2010 5:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Hand of Nod...

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

PostPosted: Sun Jul 06, 2014 10:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Nothing to see here, folks. Just keep scrolling. I made a boo boo.

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Last edited by Regulus on Mon Jul 07, 2014 9:05 am; edited 1 time in total

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Vefbl4
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Joined: 07 Feb 2007

PostPosted: Sun Jul 06, 2014 10:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice.

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Mon Jul 07, 2014 5:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Damn those animations are so simple, yet so porn.

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

PostPosted: Mon Jul 07, 2014 6:11 am    Post subject: Reply with quote  Mark this post and the followings unread

It's a shame everything was so under detailed in the OG game. My stuff is high school bird house carpentry compared to Lost Relic stuff but I feel like it's not really a remake if I do too much detailing.

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

PostPosted: Mon Jul 07, 2014 9:01 am    Post subject: Reply with quote  Mark this post and the followings unread

The party is this way
I I I I I I I I I I I I
VVVVVVVVVVVVVVV

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Last edited by Regulus on Wed Jul 09, 2014 8:59 pm; edited 1 time in total

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jul 07, 2014 9:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Regulus wrote:
I'll probably get rid of the caution stripe on the turbine.

You mean the yellow on top? I thought it's some kind of light or strong reflection of a yellow metallic surface.
Anyway, i think it's a nice small detail.

The building(s) is definitely some very nice work. It would be nice to see some more high def public assets. (i really like the small tanks in the above posts)

Do you also made damage frames already? It would interest me how they look like.

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

PostPosted: Mon Jul 07, 2014 10:35 am    Post subject: Reply with quote  Mark this post and the followings unread

I have a damage frame, but not both.



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Regulus
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Joined: 16 Feb 2008
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PostPosted: Tue Jul 08, 2014 10:23 am    Post subject: Reply with quote  Mark this post and the followings unread

After a major critique from Orac and a few others, I have revised and added quite a bit of detail previously not included and redid the turbines.



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jul 08, 2014 10:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Damage frame looks good. Approved!

Very nice turbine detail. Though it spins a bit too fast and thus looks like it's only jumping between 2 positions. Best is to use an uneven number of frames with the even number of rotation degree, so you have many different looking frames.

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SMIFFGIG
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Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Tue Jul 08, 2014 10:52 am    Post subject:   Reply with quote  Mark this post and the followings unread

Great work Regulus, they look really good!

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

PostPosted: Tue Jul 08, 2014 11:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, I at first I used 8 frames of 45 degrees but it just looked like they were repeating anyway. I'll do 24.5 degrees and see what happens. They also annoyingly cover up some of the power plants turbine base which I didn't notice. It's also part of the reason I had the caution stripes. You could "see" it rotate.

The turbines are only staggered between a rotation of 15 degrees. For every 30 degrees you rotate it, it looks exactly the same. But at the same time I don't want to slow it to a crawl to just show an animation. I might have to re re design the turbine.

Here's a three frame with corrections to the turbine plug.



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jul 08, 2014 12:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

looks nice.
How about making the inner circle/ring of the turbine not a flat circle, but give it 4 teeth or some other detail? Then you see the rotation on that circle too. (attached a simple sketch to show what i mean)



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

PostPosted: Tue Jul 08, 2014 1:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Alternatives to turbines? They don't make much sense anyway and the og shp isn't really a turbine.



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Bittah Commander
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Joined: 21 May 2003
Location: The Netherlands

PostPosted: Tue Jul 08, 2014 1:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is the core of such a turbine usually really exposed though? Especially on a battlefield I'd expect it to be covered (and that's probably what you're seeing in the "OG" SHP; the cover of the turbine).

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

PostPosted: Tue Jul 08, 2014 1:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Indeed. Really the turbine needs to be submerged in whatever fluid it is being pushed by. The design is non-sense anyway but nothing critical should be exposed. The concept art image is certainly more interesting, which is where i got inspired for the design above.


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jul 08, 2014 2:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

It could be indeed possible to have the turbine that exposed, but in such a case you would see hot water steam under extreme pressure leave the turbine.

You could say the big tower is a water tank, some kind of combustion chamber is heating the water (nuclear, coal or tiberium powered) and the produced water steam is led through the connected turbines.

Then the turbines power a dynamo and this way produce electricity.

The more turbines, the more dynamos, the more power.


btw, that alternative looks bad. Better a slightly implausible but animated design, than a stiff/boring one.

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

PostPosted: Tue Jul 08, 2014 2:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well I was thinking smoke or something for the animation. Its currently not animated.

Alt of the alt. The red thing in the middle would rotate.



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jul 08, 2014 2:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Smoke to look good is best translucent.
To be translucent it has to be a separate anim (next to the opaque upgrade tower)
Since you can add only one animation per upgrade (PowerUp1Anim), you can only add the smoke using TrailerAnim on the opaque tower anim.

In this case however, is the smoke an independent anim, not connected to the building, and thus will be visible if it's under a stealth gen effect. (building and upgrade will be cloaked, the smoke however still visible)

Not a big deal on a GDI building, but i just wanted to mention this.



Another idea:
Make the upgrades look like pneumatic stamper. Like the cylinder on the RA1 M.A.D. tank that is going up/down.
So each upgrade has a small case in which you see a big cylinder going up and down.

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

PostPosted: Tue Jul 08, 2014 7:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Revisited the og turbine.

EDIT: Tweaked it a bit. Not enough to warrant a new post.



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Last edited by Regulus on Wed Jul 09, 2014 4:30 am; edited 1 time in total

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Bittah Commander
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Joined: 21 May 2003
Location: The Netherlands

PostPosted: Tue Jul 08, 2014 7:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

I like that one; nice job.

By the way, if you intend to finish this project, I think it might be most practical if you gave all SHPs the same canvas sizes and number of frames as the original SHPs and made it so that it could immediately work with the original art.ini and rules.ini files.
That way the people who use this would still be able to play online with people who don't use it.

And if there are things you have made (or will make) that wouldn't work this way, you could release those in an additional "expansion" package, which can then be used by mods.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jul 08, 2014 8:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

How about adding on top of the bright grey center circle of the turbine, a small dark helix. Something like you can also find on plane turbines.

see the white helix in the center. In your case you could make it dark.
Then you would see even more how the turbine rotates.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Wed Jul 09, 2014 8:39 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't like the blinking light on the center, it catches attention (something you don't want/need on a power plant) and doesn't serve much purpose either. The lights on the tower are subtle enough.

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

PostPosted: Wed Jul 09, 2014 8:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well considering GDI needs all of two or three upgraded power plants to run their base I think it isn't a big deal.

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Vefbl4
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Joined: 07 Feb 2007

PostPosted: Wed Jul 09, 2014 9:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Basically I loved all the designs. The only thing I don't like are the blunt brown colors.

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

PostPosted: Wed Jul 09, 2014 11:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

I always felt that GDI was the uninspired swaths of brownish gold kind of faction. IMO the GDI buildings in Tiberian Sun are the ugliest buildings of any of the Tiberian games.

In the original shp the turbine plugs are lighter in color. But at this point I might as well just copypasta's gangstas model since its approaching model similarity.

SPEAKIN o which

Here is the first pass on the GDI barracks. WIP and no animations yet.



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Godofgamers
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Joined: 31 Mar 2005
Location: South Africa

PostPosted: Wed Jul 09, 2014 11:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

I considered doing something like this a while ago, but I lack the skill to pull it off. I did, however, make a passable model of the Tiberium Refinery. Perhaps you can find some use for it. It's not super high quality or anything, but it's a pretty good match for the default one, and it should provide a nice base model.



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

PostPosted: Thu Jul 10, 2014 8:31 am    Post subject: Reply with quote  Mark this post and the followings unread

I'll leave this here. Titan is next.

Currently, the Wolverine here is SLIGHTLY bigger than the original one, but I feel as though the original one wasn't tall enough.

Also, the GDI Liquid tank. Now I'm just having fun with stuff. I also slightly lightened up the GDI texture because some people said it was too dark. Tell me what you think between the two barracks images plz.



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Vefbl4
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Joined: 07 Feb 2007

PostPosted: Thu Jul 10, 2014 12:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Love the last one! But all your work needs more contrast. It's hard to get out what the actual shapes look like.

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Regulus
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PostPosted: Thu Jul 10, 2014 2:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

hmmmmmmmmmm. I don't see what you mean. The wolverine perhaps.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jul 10, 2014 2:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Do you mirrored the wolverine for the gif? In the gif the sun is in southeast, not in southwest.

Your wolverine is also a lot different to the ingame version:

-The wolverine has no turret. It's a powersuit with the pilot taking up almost the entire chassis. Only legs, arms and the small hip part of the main chassis are not "filled" with the pilot.
-your turret/chassis is too boxy. The original is getting narrower to the bottom, which gives it a more elegant look. The original also has a bigger center piece with smaller shoulder parts on the side. Yours is just one big box.
-The legs seem to be too long on your version.
-The legs are humanoid (knee bending forward), not avianoid (knee bending backwards). It's only the lower leg which is bent backwards and gives the impression of an avianoid leg design, but the lower leg is one solid object and there is no additional joint.

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Regulus
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Joined: 16 Feb 2008
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PostPosted: Thu Jul 10, 2014 3:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

- rotated camera and didn't move light. Didn't notice, will fix. EDIT EDIT: No light was in scene.

- There is nothing to stop it from having a turret. Both its size and a comparison shot of the wolverine suggest that it totally can fit a human sitting down inside much like a mech, not a powersuit. It is referred to as a mech, so I say it's a mech. It would be far more advantageous for it to both be a mech and have a turret, although I do plan on making a turret less version. If you think that would be cramped? Try sitting in the driver's seat of an abrams.



Exhibit A: A person sitting would see out of the black strip. The hood opens and the front comes down, similar to a mech from say, patlabor.

-Render error. My model (see attached) has a curve downward. You aren't going to see it from the angle presented.

- The video of the wolverines firing the lasers CLEARLY indicate that it does in fact walk somewhat similar to plantigrade. The knees do not bend forward. The leg rotates and thrusts the foot part forward, as per my animation. Also note, the Titan shares the exact same animation.

- The legs don't seem long in the render because it is sitting with both legs in a locked position. You never see this position in the movies.

https://www.youtube.com/watch?v=4SLybWIQ87Q



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Last edited by Regulus on Thu Jul 10, 2014 5:19 pm; edited 1 time in total

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

PostPosted: Thu Jul 10, 2014 5:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

In an actual lighting environment this time. The turret doesn't bob because A: turrets can't bob in Tiberian Sun, and B: the turret is gyroscopic stabilized to assist in targeting accuracy.



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Vefbl4
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Joined: 07 Feb 2007

PostPosted: Thu Jul 10, 2014 8:13 pm    Post subject: Reply with quote  Mark this post and the followings unread


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

PostPosted: Thu Jul 10, 2014 11:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

The problem isn't the lighting of the scene, but the way the shadows fall on the vehicle.

I disabled the shadow cast from the gattling arms. Looks weird to me but it does bring it out a bit. I also blacklined most of the hidden details to make them pop and changed the roof back to the same color as the rest of the mech.



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

PostPosted: Fri Jul 11, 2014 2:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Moar.

I redid the entire lighting system and corrected a light error that I found in the system. Hopefully this is much better.

Brought out additional detail with blacklines.



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deathreaperz
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Joined: 20 May 2013
Location: Indonesia

PostPosted: Fri Jul 11, 2014 6:28 am    Post subject: Reply with quote  Mark this post and the followings unread

me likey!!! is there releases for this???

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Jul 11, 2014 6:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Looks better. Do you tried already to apply ambient occlusion using advanced lighting? What light sources do you use?

You have to fix the walkanim. With the feet stopping for 1 or more frames at the far front/back position, you will give the unit a "skating" look ingame. Because the feet/legs stop, but the unit is ingame still moving forwards.

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