Joined: 05 Mar 2007 Location: Less than 10 minutes from the internet
Posted: Sat Aug 01, 2009 3:36 am Post subject:
Prism Destroyer variant [RA2]
Subject description: My first try... see last post for final version
Allied RA2 Prism Destroyer variant
All the angles you would want:
Compared to a Prism Tank. I made the gun look as identical as possible, without getting cramped.
Oh, and since the back side was too empty w/o the helipad, I put some greebles (details) to fill it in. Greebles is generally a LEGO/model term.
Comments & criticism are welcome. Enjoy, its my first voxel that I deemed worthy of display to the community, so any suggestions to improve it would be greatly appreciated.
it's nice to see you trying, but i would go back and take a little more time on your work. I'm not saying anything bad, so dont think that, just spend a little bit longer doing things, oh and dont forget to use the autonormals mode also. keep making QUICK_EDIT
You should make the turret placed on something higher than the front of the ship,the prism weapon would..(in theory) destroy the ship when firing forward. QUICK_EDIT
Joined: 05 Mar 2007 Location: Less than 10 minutes from the internet
Posted: Sat Aug 01, 2009 5:04 am Post subject:
crevio wrote:
oh and dont forget to use the autonormals mode also.
Ok, I have heard ever so much about autonormals from everyone. The thing is, all they ever say is 'use them', so may I ask, what do they do?
I tried it, and it looks... well... funky in the HVA viewer/editor... but other than that its fine. Oh, and I raised the Prism gun by 2 pixels, even though it was clear in the original version... Wadaya think?
Joined: 05 Mar 2007 Location: Less than 10 minutes from the internet
Posted: Sat Aug 01, 2009 5:22 am Post subject:
Hmm, it appears that Im using Voxel Section Editor version II not III.
I was using version I up until a few days ago, because I didn't know there WAS a new one. I just downloaded it, btw, and Ill try giving the original a once over in autonormals with that. _________________
Joined: 05 Mar 2007 Location: Less than 10 minutes from the internet
Posted: Sat Aug 01, 2009 7:27 pm Post subject:
Alright, I used autonormals, as provided in the Voxel Editor III. The base model is the same as the first version, with the gun at the previous height (I found it looked better when it wasn't raised up too high).
But after I gave it the autonormals, it looked really funny... like "wtz happened?"
Look at it compared to what I started with, the regular allied destroyer, and its messed up! things are to bright (like the conning tower) colors shifted, stuff is choppy... and yes, I used the setting I was provided with...
See, the thing with autonormals is that it does not work well with voxels that only have one "layer" of voxels. This problem can be solved by making your voxels more solid, if you know what I mean QUICK_EDIT
Joined: 05 Mar 2007 Location: Less than 10 minutes from the internet
Posted: Sun Aug 02, 2009 4:30 am Post subject:
Ixonoclast wrote:
Fill ´r up, old boy!
Joo got eet, mang!
I filled it up (added a mess load more data to it, but WHO CARES?), then I used the autonormalizing settings I was provided with. It actually looks good now, so thank you very much for the advice. Now I think I understand how to use autonormals better.
So, here it is! Final version, hopefully. Boy this unit is fun to use! I used the weapons from the prism tank, and most of the settings from the destroyer, and its a pretty nice addition to the arsenal.
Honesty, do you guys need ANOTHER screenshot? This one is just the first one, but less shiny. Enjoy.
ndest.vxl
Description:
Prism Destroyer VXL Version IV w/ autonormals [finalized]
Joined: 05 Mar 2007 Location: Less than 10 minutes from the internet
Posted: Wed Aug 05, 2009 5:21 am Post subject:
ConMan wrote:
Atari2600 wrote:
Honesty, do you guys need ANOTHER screenshot?
Yes please, it will help alot and will make this thread more enjoyable
Yes sir. Here, ya go. Im quite pleased with it at this point.
BTW, look closely in your HVA viewer- follow the cables running from the gun. I thought that was a nice detail.
Again, comments, suggestions, etc. are welcome. Remember, I'm kinda new to voxel editing/creation. I was a rules.ini/rulesmd.ini hamster for a few years, so this is roughly new territory for me. (Yes, hamster. I ran around it, while picking up little bits to store and then spit out later for use) _________________
It does look good as a modification of an existing voxel, but really one needs to be creating new stuff before one can really comment on things like style or real ability. QUICK_EDIT
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