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Conyard WIP
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Kcirevam
Rocket Infantry


Joined: 15 Jun 2011
Location: "Where do you want setup?".

PostPosted: Sat Jul 30, 2011 10:27 am    Post subject:  Conyard WIP Reply with quote  Mark this post and the followings unread

Hey, I've been working on this conyard for my mod, I just need to know what people would think about the model, I've replaced the crane with a conveyor belt, I need some feed back on detail.



Conyard Attempt.png
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Conyard Attempt.png



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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Sat Jul 30, 2011 10:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Looks like a plastic toy. Neutral

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Kcirevam
Rocket Infantry


Joined: 15 Jun 2011
Location: "Where do you want setup?".

PostPosted: Sat Jul 30, 2011 10:56 am    Post subject: Reply with quote  Mark this post and the followings unread

So should I change the textures or start over?.

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FurryQueen
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Joined: 24 Jul 2010
Location: Liyue

PostPosted: Sat Jul 30, 2011 10:57 am    Post subject: Reply with quote  Mark this post and the followings unread

It's the textures...

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Jul 30, 2011 11:14 am    Post subject: Reply with quote  Mark this post and the followings unread

put a box into the model which resembles in its size a human.
Then adjust all UVW Maps so the textures size is realistic concerning the human.

e.g. the tiles on the ground look like 5m x 4m while in reality they are not bigger than 0,5m x 0,5m

Then also use better lighting (there's no shadow, no reflection etc), better textures (2 colored tiles look bad).
Also improve the 3d-model as the shapes a very simple and are almost 100% the default primitives like box, cylinder, capsule etc.

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Sat Jul 30, 2011 1:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

There were some SHP templates. Search for them, and give us a render of how it would look in YR or TS perspective.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sat Jul 30, 2011 1:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well regarding the design I don't know why people's Con Yards always look the same. Why not go for something more interesting? The TD/TS/TW yards were fairly unique.

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Sat Jul 30, 2011 3:23 pm    Post subject: wip Reply with quote  Mark this post and the followings unread

finally, something I dont think is too bad. make the 4 block on top bit lower and curve the walk path in front. not sure about the door arch so can you give an in game shot for better look.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sat Jul 30, 2011 10:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think, the problem is, and I see it in my own work as well, being too lazy to add an extravagant amount of detail to make it look nice, unless you're modding for Generals+. Then you're pretty much all set.

But, you need to practice with more advanced shapes, most of these shapes are just sliced, extruded, or intruded basics. Also, don't be afraid to customize your textures to your needs, cause I know exactly the textures you're using. #Tongue

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Kcirevam
Rocket Infantry


Joined: 15 Jun 2011
Location: "Where do you want setup?".

PostPosted: Sun Jul 31, 2011 3:10 pm    Post subject:  This has to be restarted. Reply with quote  Mark this post and the followings unread

Hmm,hm hm, hm hm hmm, hmmmmm, cough cough.

The main building is just one box, 300 polys that is, it's one object, not many, all of the textures are 3dsmax types (speckle-stucco-tiles-etc) except for some which aren't that important.

I haven't visited the forum yesterday, and haven't read any of your advices because I had modified it by 1% and rendered, you can find the .rar here, there are two anims one of them is wrongly cut (the fans), the other is the production anim where the door somehow changes a bit and mysteriously the box that shows up from the inside is flying, where the conveyor belt doesn't have any part's inside the building.

I was only practicing so am happy about the result, one useless piece of crap :X .

Am starting over of course, here are the files of the above building, it can be used as placeholder until you make/get a useful one, this also has two buildings which are crap but I don't have time to split the con yard's files apart from the sam site and the power plant , feel free to use these credit free, I can till no one will do so anyways.



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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Jul 31, 2011 11:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Kcirevam wrote:
I was only practicing so am happy about the result, one useless piece of crap :X .


Your doing just fine, just add some more details and better textures and your good to go. Wink

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Mon Aug 01, 2011 1:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Don't start over, work with that one. If you don't think it fits, toss it in as a civilian tech.

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I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder

http://www.ppmsite.com/forum/viewtopic.php?t=27714

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GeneralAnthrax101
Medic


Joined: 10 Jul 2011

PostPosted: Mon Aug 01, 2011 1:49 am    Post subject: Reply with quote  Mark this post and the followings unread

It actually does look Civilian Tech. The 2 coolant fan towers look like Heavily Modified Silos. [/u]

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Mon Aug 01, 2011 2:32 am    Post subject: Reply with quote  Mark this post and the followings unread

it looks like you're trying for smoothing groups that you shouldn't be. I have noticed that everybody's starting out works are always smooth and round :/

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Kcirevam
Rocket Infantry


Joined: 15 Jun 2011
Location: "Where do you want setup?".

PostPosted: Mon Aug 01, 2011 6:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Guys guys guys, am going for a conyard that starts as a mech (Unarmed, but if ares's research ability came out then maybe a useless upgrade gives it a turret or something), am busy to work with this though, I have a Gatling gunner to be working on Wink .

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