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Working on a Titan
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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Mon Dec 03, 2007 8:21 pm    Post subject:  Working on a Titan
Subject description: Warning: Big image files
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I've been working on a Titan model, I've pretty much done the top section and I'm building the legs at the moment.

Before I start putting more detail into the legs, do people think they look about the right size and shape?

It's starting to get a bit high poly for C&C3 on lower end machines, but there's plenty of places I can remove things and have them in the normal map.

Note: I'm going to redo the cannon, I based it on a render that I'm assuming was an old version of the model and the mesh needs tidying.

Edit:
Changed the two 1024 pictures to a single 320 as they were already out of date #Tongue

Scroll down for newer versions



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titan320.png



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Last edited by Daz on Tue Dec 04, 2007 10:50 am; edited 6 times in total

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Mon Dec 03, 2007 8:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

I love where you're going with this, Daz.

Its looking great as a remake of the TS Titan, but part of me hopes you will try and make it fit in with the other TW GDI units?

The sizing looks good for the recreation, but it would really help if a 360' view was available, so we could get a better look.

Suggestions I have would be to make the legs wider, as well as making the gimble in the middle larger. Key components which shouldn't be too small. I know realistically they wouldn't be see ingame most of the time.. but meh #Tongue.

Awesome work as always though, Daz. Good luck.

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Anderwin
General


Joined: 16 May 2005

PostPosted: Mon Dec 03, 2007 8:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

The legs should be changes.
The body are really nice

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Godofgamers
Commander


Joined: 31 Mar 2005
Location: South Africa

PostPosted: Mon Dec 03, 2007 8:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

That is a very sexy Titan. I think you did a great job capturing the essence of the Titan without it being too high poly or unnecessarily flamboyant. The legs could be just a tad bigger, but even now they look very good. Damn it Anderwin, you beat my post by like 5 seconds...

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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Mon Dec 03, 2007 8:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Muldrake wrote:

Its looking great as a remake of the TS Titan, but part of me hopes you will try and make it fit in with the other TW GDI units?

I'm planning on texturing it to fit in with TW.

Anderwin wrote:
The legs should be changes.

What sort of changes would you suggest? Beyond the fact that they need finishing #Tongue

Godofgamers wrote:
The legs could be just a tad bigger, but even now they look very good.


Yeah, consensus seems to be the legs are a bit small. Which was exactly what I thought when I made the thread #Tongue
That said, I compared to an FMV shot from TS (as in how tall is the leg compared to the body on the FMV and then on mine) and it comes out about right.

When you say bigger legs do you mean taller?

Edit: Yanked the 4 shot, 360 rotation incoming.

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Last edited by Daz on Mon Dec 03, 2007 9:28 pm; edited 2 times in total

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Mon Dec 03, 2007 8:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Height wise I think the legs are perfect as they are. Same in depth, really. You can't have them much chunkier without causing issues to how it'd work.
I believe if you make them thicker/wider, that way they could look heavier without destroying the image of them so much.

Beyond that, its great.

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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Mon Dec 03, 2007 9:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

360 degree rotation
(With thicker legs)

Edit:
Removed old version

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Last edited by Daz on Tue Dec 04, 2007 10:50 am; edited 1 time in total

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Mon Dec 03, 2007 9:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Brilliant job, sir. A fine recreation.

So you won't try to merge the old style design with the TW GDI style and shaping, beyond the skin of the unit?
Like making the turret have sharper edges, or shaping the barrel to something similar in style to that of the predator?

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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Mon Dec 03, 2007 9:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

I wasn't planning to, but it's something I could play around with when it's otherwise finished.

The only thing with sharp edges and other style changes is most people know the Titan is the Titan and know how it should look. If I tweak things it starts looking like a wrong Titan instead of a change in style.
That's how I normally see things anyway.

This is actually just a have a break from uni work model so I can model something I'd like to model rather than something I have to model to pass #Tongue

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Chronosheep
Soldier


Joined: 02 Sep 2007
Location: My avatar pretty much gives it away...

PostPosted: Tue Dec 04, 2007 1:54 am    Post subject: Reply with quote  Mark this post and the followings unread

A very nice model indeed, it resembles the original TS Titan nicely. Wink

My suggestions for improvements would be making the legs somewhat taller, and a bit more detailed (they're a bit low poly compared to the upper body). The part(s) that the cannon is connected to (that sticks out at the back) could be shrinked a bit. You said yourself in the first post that you would remake the cannon, so I won't comment on that.

Are you planning to use this model in a mod, or are you making it just for fun?

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Tue Dec 04, 2007 2:38 am    Post subject: Re: Working on a Titan Reply with quote  Mark this post and the followings unread

Daz wrote:

It's starting to get a bit high poly for C&C3 on lower end machines, but there's plenty of places I can remove things and have them in the normal map.


Dont worry about the polys, I added some units with about 40.000 triangles, build some of them and the game still run smooth, so polys dont really matter. Very Happy

But I agree with chronoshep, shorten the back things a bit and finish the legs and it will be a very nice recreation. Smile

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Tue Dec 04, 2007 4:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Neat. model Daz.

A little off tangent.

I realized how the turret resembles a ''hover tank.''

( subtract legs and scale the large lateral pieces with head lights.)

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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Tue Dec 04, 2007 9:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Chronosheep:
Legs aren't finished, I just blocked them out while trying to work out the shape of them (it looked complicated, then I worked out it's just a human leg #Tongue).
I'll mess with the sticky out back bits when the legs are done, the legs might be making it look bigger than it actually is.

I'm planning on it being public release.

Stygs:
It's not about what the engine can handle, it's about maintaining performance throughout the range of PCs that can run the game.

Ickus:
Yeah, that bit is very Hover MLRS and the top head piece is just a standard tank turret shape.

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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Tue Dec 04, 2007 10:56 am    Post subject: Reply with quote  Mark this post and the followings unread

New Rotation.
I found a flat front view on CyberGooch so I've made a few tweaks.

The centre was too big and the head piece was too short, resized them and moved them around a bit and in turn it's made the legs be correct now.
Started blocking out the new cannon too.



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partyzanPaulZy
Commander


Joined: 03 Nov 2007
Location: laptop? ... otherwise the Czech Republic -> south Moravia Posts: long int Posts;

PostPosted: Tue Dec 04, 2007 1:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Will you release it, or do you only show your nice work? Surprised

EDIT: Now I see it. Will you release also *.3ds or *.max file of it?

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Last edited by partyzanPaulZy on Tue Dec 04, 2007 1:27 pm; edited 2 times in total

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Tue Dec 04, 2007 1:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Daz wrote:
I'm planning on it being public release.


Rolling Eyes

You should keep the old gun, could be usefull for an upgrade.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Dec 04, 2007 1:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Daz wrote:
I'm planning on it being public release.


Rolling Eyes

Edit: LOL! Stygs beat me to it. #Tongue

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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Tue Dec 04, 2007 1:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

partyzanPaulZy wrote:
Will you release also *.3ds or *.max file of it?

I'm not sure as yet.
If I feel it's good enough it's going in my portfolio, I'm not totally sure I want source files of my portfolio work floating around on the net.
It'll be at least the .w3x and the .tga textures, so it's not like I'm putting it in a .big and you having to work from that.

Stygs wrote:

You should keep the old gun, could be usefull for an upgrade.

The initial idea was that it's a straight swap for the Predator, so I'm going to have a railgun barrel for upgrades.

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Chronosheep
Soldier


Joined: 02 Sep 2007
Location: My avatar pretty much gives it away...

PostPosted: Tue Dec 04, 2007 2:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
I'm not sure as yet.
If I feel it's good enough it's going in my portfolio, I'm not totally sure I want source files of my portfolio work floating around on the net.
It'll be at least the .w3x and the .tga textures, so it's not like I'm putting it in a .big and you having to work from that.


I normally prefer to make my own models, but if I were to use a public model in my mod, I would have to be able to modify it and put my personal touches to it, in order for it to fit together with my own work.
But it's your model, so it's of course up to you what you want other people to be able to do to it (was that a wierd sentence? Rolling Eyes ).

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Tue Dec 04, 2007 2:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

The gun is a little small I think..

Other than that, it looks pretty good Smile

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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Wed Dec 05, 2007 9:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Chronosheep wrote:

I normally prefer to make my own models, but if I were to use a public model in my mod, I would have to be able to modify it and put my personal touches to it, in order for it to fit together with my own work.


I'd be the same.
I think you can probably acheive that enough by retexturing though.

If someone's good enough to do something decent with the model they'd probably just make their own anyway.

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Chronosheep
Soldier


Joined: 02 Sep 2007
Location: My avatar pretty much gives it away...

PostPosted: Wed Dec 05, 2007 2:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
I think you can probably acheive that enough by retexturing though.

I'm afraid I have to disagree with you there. If i wanted to make new animations, new visible upgrades, or make it look more updated, in order to fit in the TW-era, I would have to change more than just the textures.

Quote:
If someone's good enough to do something decent with the model they'd probably just make their own anyway.

As you probably know from making this model, making good models from scratch requires alot of work, and takes a while (at least it does for me). I don't feel that my mod really needs a titan, so I wouldn't start making one myself, but if I got the opportunity to add a titan by simply modifying and retexturing an existing model, I would at least consider it.

But as I said before: It's your model, and it's completely up to you how or if you are going to release it. Wink

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