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T-62 [RA2]
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t3h d00d
Civilian


Joined: 26 Aug 2009

PostPosted: Tue Sep 22, 2009 9:58 pm    Post subject:  T-62 [RA2]
Subject description: My first voxel
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Still WIP. Going to make more detail later. I never really wanted to make voxels, but there isn't really any good T-62 models anyway so I decided to make my own.

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suraj_geddam98
Missile Trooper


Joined: 02 Aug 2009
Location: A red zone, helping the Scrin. Posts:100000000

PostPosted: Thu Sep 24, 2009 3:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Nice, but what's with all the colors?

_________________

Tutorials rock!

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Thu Sep 24, 2009 3:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Guide colours. Useful for some people so that they can distinguish elements of the voxel - obviously textured before completion Rolling Eyes

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Thu Sep 24, 2009 3:26 am    Post subject: Reply with quote  Mark this post and the followings unread

The turret looks like it lops off to the side.

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Thu Sep 24, 2009 5:00 am    Post subject: Reply with quote  Mark this post and the followings unread

reopen your voxel in the editor, then use the mirror mode to make tank body uniform. if turret is seperate do the same for it also.

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Thu Sep 24, 2009 5:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Orac wrote:
Guide colours. Useful for some people so that they can distinguish elements of the voxel - obviously textured before completion Rolling Eyes


I prefer the blindly go at it method. Laughing

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Thu Sep 24, 2009 9:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Me too #Tongue
Anyway, use the mirror function on your turret, so that it doesn't look lopsided as M7 pointed out.

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t3h d00d
Civilian


Joined: 26 Aug 2009

PostPosted: Thu Sep 24, 2009 9:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks. I guess I was using a bad blueprint...

Also, I put this ingame and it's even smaller than the half track. There's a rescale in VXSEIII but it resizes it bigger than I need it. How do I fix it?

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ConMan
Tiberian Beast


Joined: 16 Dec 2008
Location: Toronto, Canada

PostPosted: Thu Sep 24, 2009 10:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Theres really no fix for that problem, you'd have to rescale it in the voxel section editor, and then rescale the bounds again in the hva editor. Wink

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Fri Sep 25, 2009 2:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Or, alternatively, start again with larger bounds. I know, it really is sad to have to, but when making voxels to fit the work of others, Westwood or ConMan, it is sometimes necessary to learn from mistakes and move on.
Double the voxel sizes or such, and give yourself room to move.

Alternatively, you could see whether it looks good in TS...

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t3h d00d
Civilian


Joined: 26 Aug 2009

PostPosted: Sat Sep 26, 2009 12:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Ahh well I guess I'm going to have to restart. Don't have time for it now though but thanks.

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