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[Ares]RA3 Reaper
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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Wed Nov 15, 2017 3:44 am    Post subject:  [Ares]RA3 Reaper
Subject description: Facings=32
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-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



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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Wed Nov 15, 2017 4:36 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't get it, why is it farting flames if it walks?

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cxtian39
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Joined: 11 Feb 2016

PostPosted: Wed Nov 15, 2017 4:50 am    Post subject: Reply with quote  Mark this post and the followings unread

That's dig.shp converted to unittem Very Happy

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Nov 15, 2017 7:35 am    Post subject: Reply with quote  Mark this post and the followings unread

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.


model: 9/10
render quality: 1/10

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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Wed Nov 15, 2017 10:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:

model: 9/10
render quality: 1/10


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?

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tomsons26lv
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Joined: 30 Dec 2009
Location: Latvia

PostPosted: Wed Nov 15, 2017 2:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Trans_C wrote:
Lin Kuei Ominae wrote:

model: 9/10
render quality: 1/10


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.



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WoRmINaToR
Rocket Cyborg


Joined: 31 Oct 2008
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PostPosted: Wed Nov 15, 2017 4:58 pm    Post subject: Reply with quote  Mark this post and the followings unread


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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Wed Nov 15, 2017 7:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

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?

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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Wed Nov 15, 2017 8:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

you remove the background when rendering the unit and keep the background when rendering the shadows

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Wed Nov 15, 2017 10:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Still a bit blur at edge when import from pngs with transparent background Sad

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Last edited by cxtian39 on Wed Nov 15, 2017 10:43 pm; edited 1 time in total

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Nov 15, 2017 10:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

check "Don't anti-aliase against background" in your 3ds max settings.
https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/3DSMax/files/GUID-5F506D3B-BC0F-4605-8EE5-A294543C0C1F-htm.html

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.

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cxtian39
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Joined: 11 Feb 2016

PostPosted: Thu Nov 16, 2017 5:17 am    Post subject: Reply with quote  Mark this post and the followings unread


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Plokite_Wolf
Light Infantry


Joined: 07 May 2011
Location: Split, Croatia

PostPosted: Thu Nov 16, 2017 4:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

tomsons26lv wrote:

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.

https://www.artstation.com/artwork/dlXXX

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Fri Nov 17, 2017 1:15 am    Post subject: Reply with quote  Mark this post and the followings unread

How's it



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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Fri Nov 17, 2017 6:07 am    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
How's it


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.

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cxtian39
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Joined: 11 Feb 2016

PostPosted: Fri Nov 17, 2017 6:53 am    Post subject: Reply with quote  Mark this post and the followings unread

lighting generated by this script seems fine?

I'd still like to call it Centurion. Come and kill me if you feel uncomfortable #Good Gift



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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Fri Nov 17, 2017 1:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is there like a bigger version of it? It kinda feels small though.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Nov 17, 2017 1:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
lighting generated by this script seems fine?

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.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sat Nov 18, 2017 12:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Another question: I want it to sink into the ground, how to make it not anti-aliasing with the ground?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Nov 18, 2017 1:09 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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