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The Order's War Factory
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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Wed Dec 21, 2005 1:37 am    Post subject:  The Order's War Factory Reply with quote  Mark this post and the followings unread

R-moremen has been very busy, and me a bit less so. Concept and basic design of the power plant was done by christophski, then R-moremen took the helm and finished The Order's War Factory. I spent a good deal of today working on that alpha image, and am rather pleased with the way it came out. Not much else to say except that work is underway already on The Order's barracks, which too will have alpha lighting.


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Last edited by Clazzy on Wed Dec 21, 2005 1:15 pm; edited 1 time in total

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Wed Dec 21, 2005 2:31 am    Post subject: Reply with quote  Mark this post and the followings unread

looks at sig...
sign...
I like this building.
looks promising

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Wed Dec 21, 2005 5:20 am    Post subject: Reply with quote  Mark this post and the followings unread

.... I just wet myself.

R-More-men.. Clazzy... You two are awesome modders. I look forward to Playing Novus Ordo... right as I finish Tiberium Midnight... and TS: Recoil.... and Project Atlantis.... #Tongue

Awesome guys! Keep up the good work!

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ViPr
Gauss Rifle Trooper


Joined: 30 Dec 2004

PostPosted: Wed Dec 21, 2005 7:04 am    Post subject: Reply with quote  Mark this post and the followings unread

how about making it look more metallic by using some gloss and specular maps

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Wed Dec 21, 2005 2:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Breath-taking. Some supreme work there. Utterly fantastic! Bring on the rest of the buildings Very Happy

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Wed Dec 21, 2005 5:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Great job, guys! But I agree with ViPr's suggestion.

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Scrin Commander
Vehicle Drone


Joined: 02 Mar 2005
Location: In my ship with someone from planet earth

PostPosted: Wed Dec 21, 2005 6:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes but look at it u know?  I think they deserve a little break at least for that piece of work u know, alright.  btw, very nice building design, build-up anim and damaged stage of building, i give it an 8 ion storms out of five, if u know wat i mean lol  Laughing ...   Cool

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ViPr
Gauss Rifle Trooper


Joined: 30 Dec 2004

PostPosted: Thu Dec 22, 2005 4:14 am    Post subject: Reply with quote  Mark this post and the followings unread

what i'm suggesting would be so simple. just take the texture out of the diffuse channel and put it in the gloss and specular channel instead and then fiddle with the mixer numbers a little just to tune the look of it.

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mice16
Pyro Sniper


Joined: 26 Jul 2005

PostPosted: Thu Dec 22, 2005 5:13 am    Post subject: Reply with quote  Mark this post and the followings unread

In Carrara 5. I'd use bump-mapping and surface mapping, with a little glow in the right places, and a bit of surface scatter.

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SeySayux
Cyborg Specialist


Joined: 21 Jun 2005

PostPosted: Thu Dec 22, 2005 7:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Looks very good clazzy!
BTW dats, are you working on THREE mods? Only 1 is to much for me!

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ViPr
Gauss Rifle Trooper


Joined: 30 Dec 2004

PostPosted: Thu Dec 22, 2005 9:39 am    Post subject: Reply with quote  Mark this post and the followings unread

mice16 what the hell are you talking about. don't make up crap just to confuse him.

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R-more men
Cyborg Engineer


Joined: 31 Oct 2004
Location: Sweden

PostPosted: Thu Dec 22, 2005 11:16 am    Post subject: Reply with quote  Mark this post and the followings unread

ok, first I can say is indeed gloss and specular maps make it look more metallic and give a nice graphic touch up, I use gloss and specular maps on some of the pipes on the building but not on the structure walls and the reason is when I worked on the building I tried to make it look more like to suit for military purpose by avoid it look glossy like it wanted to say "hey, I'm here I'm here!" but I was perhaps wrong.

some of the structure textures use bump-mapping but it can't almost not be notice and in 3ds I have never hear something called 'surface scatter' but 'subsurface scattering' but you perhaps mean that mice16, anyway the only best use that kind of mapping I know is for skins, actual I'm not so skilled in texturing effect but I'm practise on it.

But if I haven't already I better stop talk so it dosen't end up with I talk drivel.

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DeathRay2K
Commander


Joined: 01 Sep 2002
Location: Canada

PostPosted: Sun Dec 25, 2005 2:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Its lovely, but I partly agree with ViPr's* suggestion. I can understand the spec maps, but not gloss, I would think the military would use a matte finish of some sort to keep it from being vibrant, as R-more men stated.


*Fix your program's damn texture reading! #Tongue

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