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Dolos Wall 3D Model
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Godofgamers
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Joined: 31 Mar 2005
Location: South Africa

PostPosted: Sat Apr 04, 2009 11:06 am    Post subject:  Dolos Wall 3D Model Reply with quote  Mark this post and the followings unread

I made this model recently, of these barrier thingies we have in South Africa called Dolosse. I've been trying to make it into a wall or something for RA2 or TS. If someone could please direct me to a good tutorial for rendering it at the right angle and such in Blender, it would be much appreciated. (I've been looking, but I haven't found what I seek yet). Otherwise, comment on the model too, if you like.



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Vefbl4
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Joined: 07 Feb 2007

PostPosted: Sat Apr 04, 2009 11:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Nice idea,but as a model theres nothing to see.Make a shp?

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Godofgamers
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Joined: 31 Mar 2005
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PostPosted: Sat Apr 04, 2009 12:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's what I'm trying to do. I need to know the camera offset values and angles and such; I've yet to find a tutorial to do it for Blender.

EDIT: I tried it with what I think is an isometric camera, here's the result. Does it look right? Where should I put the lamp to simulate RA2 lighting?



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Godofgamers
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Location: South Africa

PostPosted: Sat Apr 04, 2009 3:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Updated lighting and texture. Still not sure as to whether the camera angle is correct for RA2/TS.



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Vefbl4
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PostPosted: Sat Apr 04, 2009 3:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

I hope I wount spoil your fun.I never used Blender,but here.



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DaFool
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Joined: 07 Nov 2006

PostPosted: Sat Apr 04, 2009 3:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

everything should be the same size. On the pic above (2 above), the things get smaller as you go back, so ingame, the segments would get smaller as they go back, and then you get a new segment and it's edge would look large compared to it.

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Vefbl4
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PostPosted: Sat Apr 04, 2009 3:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

DaFool wrote:
everything should be the same size. On the pic above (2 above), the things get smaller as you go back, so ingame, the segments would get smaller as they go back, and then you get a new segment and it's edge would look large compared to it.


Yeah,like "orthographic projection".

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Godofgamers
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PostPosted: Sat Apr 04, 2009 4:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ah, right. Here it is in orthographic view.

Incidentally, RA2's camera view isn't truly isometric, so the 45 degree angle won't work exactly. But it gives me a start.



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DaFool
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PostPosted: Sat Apr 04, 2009 4:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

you might be able to use that as a wall in Generals.

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partyzanPaulZy
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Location: laptop? ... otherwise the Czech Republic -> south Moravia Posts: long int Posts;

PostPosted: Sat Apr 04, 2009 5:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Pretty original, I never saw such wall before. Wink

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Godofgamers
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Joined: 31 Mar 2005
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PostPosted: Sat Apr 04, 2009 6:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Now my camera angle is set such that it renders in perfect isometric. However, as I said, RA2 does not actually use an isometric, but rather a dimetric camera, such that:



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Vefbl4
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PostPosted: Sat Apr 04, 2009 6:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well,now you have the answer.

I use 3dsmax,I have this setting on.
But later?Try to render that isometric ,but lover the camera from 45 a bit lower.

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Godofgamers
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PostPosted: Sun Apr 05, 2009 10:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Ha! I've managed to simulate the RA2 dimetric camera in Blender, and it was so simple, I wanted to hit someone. Now I just need to make sure the lighting is right, and get it the right size, and it's SHP time.



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Vefbl4
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PostPosted: Sun Apr 05, 2009 11:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Hit someone?

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Godofgamers
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PostPosted: Sun Apr 05, 2009 11:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, it took me about 30 seconds to get it into RA2 dimetric view, and was actually so simple it made me angry that I'd wasted a whole day on it.

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Vefbl4
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PostPosted: Sun Apr 05, 2009 11:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Yep,this happens.Now,fix the lightening.

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Godofgamers
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PostPosted: Sun Apr 05, 2009 11:57 am    Post subject: Reply with quote  Mark this post and the followings unread

I'll see what I can do.

Better?



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OmegaBolt
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Joined: 21 Mar 2005
Location: York, England

PostPosted: Sun Apr 05, 2009 12:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well it needs to be sharper, but I guess you'll do that in final rendering.

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Vefbl4
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PostPosted: Sun Apr 05, 2009 12:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well looks good.But still,theres something missing.How about adding more contrast?Or something like that.

I mean it looks good,but not as good as it can be.

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Deformat
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PostPosted: Sun Apr 05, 2009 7:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Antialiasing anybody?

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Blade
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Joined: 23 Dec 2003

PostPosted: Wed Apr 08, 2009 12:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dealing with AA in blender is tricky, you need to use the compositor and a two render pass, one to get a none AA alpha channel and one to get the AA image. You use the compositor to replace the AA channel in the AA image. I also figured out more or less correct angle and lighting as well as scale. I'm sure I posted a blend file when I was messing with making an upgrade center for RA2 that might be worth looking at.

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