Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Wed Apr 08, 2026 11:32 am
All times are UTC + 0
Tiberian Remnants Logos and Renders
Moderators: Global Moderators, Media Hut Moderators, Red Alert 2 Moderators, Tiberian Sun Moderators
Post new topic   Reply to topic Page 1 of 1 [7 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
ihateharriers
Rocket Infantry


Joined: 20 Sep 2005

PostPosted: Tue Jan 16, 2007 1:37 pm    Post subject:  Tiberian Remnants Logos and Renders
Subject description: more goodies for you to love!!!
Reply with quote  Mark this post and the followings unread

GDI and Nod Logos:





Updated ORCA Render:



New one of might be called the titan, but not quite sure yet:


_________________

Back to top
View user's profile Send private message Send e-mail
Raptor8
Grenadier


Joined: 11 Nov 2005
Location: Buffalo NY, a yellow zone w00t!

PostPosted: Tue Jan 16, 2007 4:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

wow, cool what did you do them with 3dsmax?
The GDI logo is streched too much verticly, but teh nod one is awesome.

_________________

-Wraith88 on EA forums

Back to top
View user's profile Send private message Send e-mail Visit poster's website AIM Address
ihateharriers
Rocket Infantry


Joined: 20 Sep 2005

PostPosted: Tue Jan 16, 2007 11:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

all of the renders are done in 3dsmax while the logos were done in photoshop.

the gdi one is a little more vertical because they are trying to re-invent themselves abit, and it's made to look sleeker, longer, almost more far-reaching if you will because they are rapidly losing ppl and territory to nod. it's a long story that still needs some stuff hashed out, i'm hoping to post it within the week though.

_________________

Back to top
View user's profile Send private message Send e-mail
bonzy_buddy
Shrapnel Sniper


Joined: 31 Oct 2006

PostPosted: Wed Jan 17, 2007 12:04 am    Post subject: Reply with quote  Mark this post and the followings unread

well then if it done on purpose, ok for thegdi logo.
Yet I think the nod's one is a bit too cartoony ; especially the sting itself isnt very nice.I reckon it should be more hooked

Last edited by bonzy_buddy on Sun Feb 04, 2007 9:39 pm; edited 1 time in total

Back to top
View user's profile Send private message
Von Kriplespac
General


Joined: 01 Sep 2004
Location: Somewhere

PostPosted: Wed Jan 17, 2007 10:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Needs more work TBH, but, looking...eh..alright.

_________________
...

Back to top
View user's profile Send private message
ihateharriers
Rocket Infantry


Joined: 20 Sep 2005

PostPosted: Wed Jan 17, 2007 1:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

what's looking alright - the logos, the renders, what?

and how i can make it look "good" or "great" and not just alright? you guys need to help me out a bit here with constructive criticism and not just say that it looks "alright" or else it won't look any better Confused

_________________

Back to top
View user's profile Send private message Send e-mail
gamemate
Cyborg Engineer


Joined: 23 Apr 2004

PostPosted: Wed Jan 17, 2007 2:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Some suggestions.

When doing up close renders, try to add more details. I would add some hatches and clear armoring (as in rivets and so on). I recommend that you use a different texture or more detailed one. As it stands now it feels like it does not belong on the tank Wink

Barrel would do good with a texture, pure black does not feel appealing, try using a glossy metal look instead.

Smoothness is quite bad for tanks in general, try to make edges sharper and more refined.

Ground texture looks very cartoony, I would imagine it to be cracked dirt with some minor grass in some areas. Try using the "Blend" material and mix different textures, add bump or normal map to get a bit more variation.

I am not sure what you are using lightwise but I would recommend a skylight, and if already used then lower the intensity some.

If you do not mind I could set it up for you so you can see how much difference it makes.

I am not trying to put down your work, just some suggestions to improve it Smile

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [7 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.2075s ][ Queries: 11 (0.0078s) ][ Debug on ]