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Civi Power
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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Feb 09, 2010 4:47 am    Post subject:  Civi Power Reply with quote  Mark this post and the followings unread

The new Civi power plant, If it's likeable, I give it.



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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Tue Feb 09, 2010 7:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Its ok, though I think there is far too many pipes and the textures look too bland imo.

Good effort though and keep practicing.

Also damage animations are a must as well....

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Askhati
Jumpjet Infantry


Joined: 22 Dec 2009

PostPosted: Tue Feb 09, 2010 10:25 am    Post subject: Reply with quote  Mark this post and the followings unread

The smokestack looks PRIMITIVE, as in Dark Ages primitive. Maybe try a ribbed texture instead? Also, remaps.

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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Tue Feb 09, 2010 1:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Too much AA, use Catmull-Rom instead.

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ZoidZilla
Shrapnel Sniper


Joined: 16 Apr 2008

PostPosted: Tue Feb 09, 2010 3:47 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Feb 09, 2010 8:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Question



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ZoidZilla
Shrapnel Sniper


Joined: 16 Apr 2008

PostPosted: Tue Feb 09, 2010 9:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes.

Just experiment a bit with the render settings and look what happens. If you think your render looks better with a certain setting, use it.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Feb 09, 2010 9:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

O.K. I'll mess around and see what works best.

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Tue Feb 09, 2010 10:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

soo many pipes. x___x. the building itself looks good but the external details..take away from it. Specifically Pipes and gas tanks.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Tue Feb 09, 2010 10:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Textures are bad and it needs more details/better details.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Feb 10, 2010 4:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

these textures look a bit better?



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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Wed Feb 10, 2010 4:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, these textures are a lot better. The shape as well. The only thing I can see that may need some improvement is in the clean lack of variety, if you could use maybe some variety in textures per side.

(Like, what I would do would be either editing the texture to make slightly dirty variations, and using that, or by using some dirt for a map to apply with 3dsmax.)

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Feb 10, 2010 4:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

I usually add the Dirty look with shp builder, seems to do a pretty good job for the most part.

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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Wed Feb 10, 2010 5:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hint: Apply "UVW Map" modifier to the main structure. Play with some length, width and height in it and you can see the difference.

To make the scale smaller/bigger without moving the bottom of the model in Z-axis, select all objects in your model. "Group" menu -> "Group". Click "Hierarchy" tab -> "Affect Pivot Only" and select "Move" tool and move in Z-axis to 0 or bottom of the model. Now unselect "Affect Pivot Only" and use "Scale" tool.

Connect tool is useful when you select two or more edges that are in the same poly or poly area and want to to create new edge between them.

Hope this helps you a bit. Smile

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Feb 10, 2010 5:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Any and all tips and suggestions are always useful Wink

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Thu Feb 11, 2010 3:02 am    Post subject: Reply with quote  Mark this post and the followings unread

More chimneys would help.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Feb 11, 2010 9:17 am    Post subject: Reply with quote  Mark this post and the followings unread

-press "m" and select the material of the main brick texture
-under "Maps" in the "Diffuse Color" Map click on the button to the right (it should say bitmap since it has the brick texture there)
-click now to the top right on the button "Bitmap"
-select Noise as the new map and when 3dsmax asks what to do with the old bitmap texture choose "Keep old map as sub-map"
-in the noise map you have now under Color #1 the brick bitmap texture and under Color #2 a white color
-change the white Color #2 to a dark brown
-play with the Size, High and Low Noise settings

voila, you have dirt randomly placed all over the brick texture of the 3d model and don't have to manually edit the SHP in SHP builder.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Thu Feb 11, 2010 8:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cool schit LKO, thanks that will surely save me some time and hassle doing it thru shp builder. And thanks to everyone who has helped me this far, you guys are awsome.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Feb 12, 2010 12:39 am    Post subject: Reply with quote  Mark this post and the followings unread

If your vehicle needs fixed, bring it to Joe's Laughing



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Harv
Cyborg Firebomber


Joined: 09 Oct 2006
Location: -My own Imagination-

PostPosted: Fri Feb 12, 2010 6:58 am    Post subject: Reply with quote  Mark this post and the followings unread

The doors for the people are bigger then the doors for the cars. otherwise, well done

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Fri Feb 12, 2010 8:27 am    Post subject: Reply with quote  Mark this post and the followings unread

yea cause its for cars to take their people for repairs. ;3

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Fri Feb 12, 2010 8:34 am    Post subject: Reply with quote  Mark this post and the followings unread

lol, thanks for the unique thought, Ickus #Tongue

PP looks great. Get it ingame! Very Happy

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