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New MCV
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Palkia323
Pyro Sniper


Joined: 10 May 2008

PostPosted: Thu Apr 01, 2010 1:55 am    Post subject:  New MCV Reply with quote  Mark this post and the followings unread

I am very happy right now! The first voxel that I've made that I actually like. It's a replacement for the MCV.

Please credit me if used.

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Tore wrote:
Oh noes Nod32 must have found some GDI32 in the art.ini file!

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Thu Apr 01, 2010 2:20 am    Post subject: Reply with quote  Mark this post and the followings unread

It's overly flat, blocky, and underdetailed. But a useful base for a design.

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Player1
Soldier


Joined: 05 Jan 2010

PostPosted: Thu Apr 01, 2010 3:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Might wanna look at it some more bud, SouthWest is overly bright.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Thu Apr 01, 2010 3:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Use normals.

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Palkia323
Pyro Sniper


Joined: 10 May 2008

PostPosted: Thu Apr 01, 2010 3:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Idk how to use normals tbh.

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Tore wrote:
Oh noes Nod32 must have found some GDI32 in the art.ini file!

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Harv
Cyborg Firebomber


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

PostPosted: Thu Apr 01, 2010 4:00 am    Post subject: Reply with quote  Mark this post and the followings unread

its a square with rectangles on it.... more work needed

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Thu Apr 01, 2010 4:06 am    Post subject: Reply with quote  Mark this post and the followings unread

It kinda looks like a board with hand straps. and where's the wheels and stuff?

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Atari2600
Cyborg Cannon


Joined: 05 Mar 2007
Location: Less than 10 minutes from the internet

PostPosted: Thu Apr 01, 2010 4:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Good start.

I suggest defining the treads a little more...

As for normals, somebody will have the link handy shorty, Im sure. Pretty much, its a series of commands to enter in your VXL editor, and it calculates them for you. But (this is very important) before you use the autonormals calculator, be sure to make the outside of your creations are more than 1 pixel/voxel deep... otherwise, they become partially transparent once normals are applied. So, basically, paint a layer underneath your top layer of pixels/voxels that's a duplicate.

I'll leave the autonormals instruction link to someone else.

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Cantdrawbutmod
Rocket Cyborg


Joined: 19 Oct 2009

PostPosted: Thu Apr 01, 2010 5:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Something different between a MCV and other units,is the deploying animation.
If it's well made and/or realistic,it may make up for the design of the unit (like C&C1 mcv,mostly a big rectangle,but good deploying animation,and there's even a movie showing more about how it work Razz )

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Apr 01, 2010 6:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Palkia323 wrote:
Idk how to use normals tbh.


Use autonormals for now (Tools). Look at some of the spotlighted voxels (with proper normals) to see which normal to use where (you can switch between normal/colour mode from View).

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Palkia323
Pyro Sniper


Joined: 10 May 2008

PostPosted: Sat Apr 03, 2010 4:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Okay thanks. Is there a way to undo a normal setting incase i use the wrong one?

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Tore wrote:
Oh noes Nod32 must have found some GDI32 in the art.ini file!

3ds Topic
Clicky

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Apr 03, 2010 4:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm not sure if it's possible to completely clear the normal map. However, let me give you a tip. In TS and RA2, most voxels are normalized so that when they face west, the front is brighter than the rest of the voxel. This way you can imagine that the sun light comes from west. This is also how the engine draws the shadows for your voxels.

In the VSEIII 3D window (bottom right corner), this light source is in fact in the bottom-left corner of the window. Normals tell how each voxel cube is lighted. This way all the voxel cube sides that point towards this corner should be the brightest. If they are not, then you have wrong normals. Of course, this doesn't apply in all cases. Just remember that the light source is in this corner. Then your voxel should look fine ingame.

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Dubzac
Commander


Joined: 21 May 2004
Location: New Zealand

PostPosted: Sun Apr 04, 2010 1:34 am    Post subject: Reply with quote  Mark this post and the followings unread

No normals? c'mon bro !, you need shapes as well as shading dude and a little taller. I strongly suggest you add more types of grey's and some other colours to break up up just plan ol' grey

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