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Voxel mechs I'm working on
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cdmt
Cyborg Engineer


Joined: 25 Nov 2006

PostPosted: Mon Apr 14, 2008 10:51 am    Post subject:  Voxel mechs I'm working on Reply with quote  Mark this post and the followings unread



Voxel mechs that I am refining.

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Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Mon Apr 14, 2008 12:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

sorry, but the black doens't fit well with the gold. And you should also work on the purple [remap] - black areas on the gold mech. I personally think, that the nod Mech doesn't fit well with Nod...

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Think of me as Nordos, 'cause Banshee wouldn't rename me

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Apr 14, 2008 4:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not bad, but with voxels only 1 section can display a shadow. If you make them by converting them from 3D models, I suggest converting them to shp instead of voxel Wink

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cdmt
Cyborg Engineer


Joined: 25 Nov 2006

PostPosted: Thu Apr 17, 2008 11:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dutchygamer- I made these mechs completely in voxel section editor III 1.37. I agree that the black is out of place on its butt. I am thinking of making them in 3d in gmax. Shadows would be ok I guess but they are of little importance given the vast amounts of blob shadows people use on their shps. The true benefit to using 3d would just be the aesthetics (look) of the overall structure.

Ordosherrscher- Remap can be changed. I don't think that Nod's style should be static.

I guess that there is little interest in these mechs given how few people posted.... Very Happy

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Thu Apr 17, 2008 11:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

are these animated?

Actually the benefit of 3d are beyond mere looks. You can manipulate these beyond mere voxels, not only that the formats you can export to. You can port these into other games or simply render these out as .shps to have a higher resolution sprites.

Animation is definitely much more robust and stronger . depending on the program you use.

Unfortunately with voxel you are very limited. although I would like to see some more artbased voxel projects. similar to pixel art..but it seems pointless... rather than ones strictly made for ingame.

which really consists of the same themes...tanks.

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Machine
Commander


Joined: 01 Feb 2007
Location: National Reference Laboratory for IPNV

PostPosted: Fri Apr 18, 2008 2:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

cdmt wrote:
Shadows would be ok I guess but they are of little importance given the vast amounts of blob shadows people use on their shps.


The blow shadows are due to a limitation of the engine, since shp turrets in shp vehicles (usually mechs) do not cast shadows, even if they have shadow frames, making the unit look odd when only the legs cast shadows.
Anyways you could render the shadow frames with the turret shadows merged, but it will look odd when the turret faces a different direction than the shadow. That's the reason to use blob shadows merged with the body/legs shadows. They still look odd, but better than the previous options.

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