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[Ra2/YR] Ra1 Powerplant
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Edge
Grenadier


Joined: 26 Oct 2003

PostPosted: Thu Jul 01, 2010 5:09 am    Post subject:  [Ra2/YR] Ra1 Powerplant Reply with quote  Mark this post and the followings unread

Based completely off the Red Alert 1 Power Plant. I was messing around trying to figure out how to get it to look right graphically in Ra2. No damaged and no snow.



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Idle
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powerplant.gif
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Buildup; Based completely off the Ra1 buildup.
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powerplant.gif



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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Thu Jul 01, 2010 6:26 am    Post subject: Reply with quote  Mark this post and the followings unread

You are about to become a very popular person around here...

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Allen
Pyro Sniper


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Thu Jul 01, 2010 6:46 am    Post subject: Reply with quote  Mark this post and the followings unread

I Think the smoke stacks look small but I dont have RA in froun of me right now.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Thu Jul 01, 2010 8:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Regulus wrote:
You are about to become a very popular person around here...

lol.. He will!

The model looks good, It'd look better in RA2, imo, if it was a little lighter and had a little more contrast.

Last edited by Orac on Thu Jul 01, 2010 9:41 am; edited 1 time in total

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Yurisarmy
Missile Trooper


Joined: 02 Mar 2005
Location: Missouri, USA

PostPosted: Thu Jul 01, 2010 8:30 am    Post subject: Reply with quote  Mark this post and the followings unread

They seem to be a tad too short to me. Regardless, a very nice conversion.

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Atari2600
Cyborg Cannon


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

PostPosted: Thu Jul 01, 2010 6:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, all I can say is make the smoke stacks a little wider. Nonetheless, I am impressed.

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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Thu Jul 01, 2010 6:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice.

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Cantdrawbutmod
Rocket Cyborg


Joined: 19 Oct 2009

PostPosted: Thu Jul 01, 2010 7:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm I tried to look at the animation with frame step and here's what I saw:

all grey: okay
firsts colors: okay (chimneys and ground still grey)
full colors: something feels wrong Confused

It's a bit hard to tell what feels wrong.Maybe the "firsts color" part was still redalert 1 color scheme,and then the "full colors" was RA2 color scheme,more bright,flashy,and that made it weird? Question

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jul 01, 2010 9:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

The buildup is really well done, though the texture of the final building looks bad imo. It's even more cartoonish than the RA2 stuff imo.

Maybe it would be better if you rotate the building so the entrance is facing to the southwest. This way the windows, which are very dark right now, would also get some light and you could add some small reflections in the windows to give it more detail.
The shading of the brick wall texture seems also wrong. The wall facing SE (shadow) is as bright as the wall facing SW (light).

When i first saw the final frame only i thought you made it with MSpaint. That's why please make the texture better so this can be spotlighted. Wink

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Allen
Pyro Sniper


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Thu Jul 01, 2010 10:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cartoonish my ,but the remap could use some texture-ing.

RA Power Plant


RA Adv Power Plant VQA. There is no normal Power Plant in the VQAs.

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Edge
Grenadier


Joined: 26 Oct 2003

PostPosted: Thu Jul 08, 2010 7:11 am    Post subject: Reply with quote  Mark this post and the followings unread

I haven't had a chance to work on this lately but I have a small update.

I've done a change in camera direction as suggested, and moved the lighting.

The texture in the picture doesn't have all the layers visible, but from texture in the first post what should change to make it look better? I'm still unexperienced with texturing so I'm having some difficulties with it.

Smoke stacks also resized.



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Cantdrawbutmod
Rocket Cyborg


Joined: 19 Oct 2009

PostPosted: Thu Jul 08, 2010 7:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Huge grey windows Shocked
I wonder what would be better: making them smaller and more like windows,or completely removing them.
Maybe you should try the complete removal as a starting point? Confused

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Edge
Grenadier


Joined: 26 Oct 2003

PostPosted: Thu Jul 08, 2010 7:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Cantdrawbutmod wrote:
Huge grey windows Shocked
I wonder what would be better: making them smaller and more like windows,or completely removing them.
Maybe you should try the complete removal as a starting point? Confused


All I can say is oops.

Resized and recolored the windows.



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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Thu Jul 08, 2010 7:41 am    Post subject: Reply with quote  Mark this post and the followings unread



maybe this gives you some inspiration

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Jul 08, 2010 8:41 am    Post subject: Reply with quote  Mark this post and the followings unread

The windows dont have any depth to them & just look painted on :/

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jul 08, 2010 9:29 am    Post subject: Reply with quote  Mark this post and the followings unread

I think the biggest problem is the lighting, which still doesn't shades correct the walls in the shadow.

Since the windows seem to be intruded a bit, the improved lighting should also give them more contrast and let them stand out more.



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Atari2600
Cyborg Cannon


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

PostPosted: Thu Jul 08, 2010 5:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's still very impressive. Im sure that you will perfect it soon enough!

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Edge
Grenadier


Joined: 26 Oct 2003

PostPosted: Thu Jul 08, 2010 9:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Changed the lighting and added some shadows and lighting to the windows.



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Cantdrawbutmod
Rocket Cyborg


Joined: 19 Oct 2009

PostPosted: Fri Jul 09, 2010 7:48 am    Post subject: Reply with quote  Mark this post and the followings unread

I still think the windows are taking too much room.
Even when you look at "RA Adv Power Plant VQA",the bricks still take more than 50% of the surface,even if there's a huge number of windows too.

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Fri Jul 09, 2010 5:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'd lower the amount of windows to about 9 or even 6 for both sides and center those. Then see how it looks. Great job on everything else though.

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Atari2600
Cyborg Cannon


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

PostPosted: Fri Jul 09, 2010 6:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

You're getting close! Keep going, you're gem of an SHP is almost polished and ready for prime time.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Fri Jul 09, 2010 11:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Maybe make the windows a lot greyer, so that they aren't as vibrant a blue.
But good stuff, I look forward to where you go from here - I'm sure that we can expect great things from you.

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