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SA-13 Gopher
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red2cracker
Vehicle Driver


Joined: 13 Feb 2013

PostPosted: Mon Feb 18, 2013 2:33 am    Post subject:  SA-13 Gopher Reply with quote  Mark this post and the followings unread

it's anti-air vehicle.
i used 3dsmax8 and 3ds2vxl for this voxel.



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Feb 18, 2013 7:12 am    Post subject: Reply with quote  Mark this post and the followings unread

It needs textures.

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red2cracker
Vehicle Driver


Joined: 13 Feb 2013

PostPosted: Mon Feb 18, 2013 7:42 am    Post subject: how to make good texture? Reply with quote  Mark this post and the followings unread

thanks for your advice.

but how to make good texture?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Feb 18, 2013 8:19 am    Post subject: Reply with quote  Mark this post and the followings unread

google for textures , download and apply them.

camouflage texture for the hull
red camouflage texture for the remap (your unit has no remap at all, thus it's not useable except for neutral stuff)
metal texture for missile launchers and wheels
dark texture for missile tubes and barrels
dark blue texture for windows
etc etc

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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Mon Feb 18, 2013 4:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

It looks like a decent model but sticking to military OD isn't a good idea. You need to use darker shades where it would be darker, or lighter shades where it's lighter naturally on the vehicle based on lighting, you know?

I'd consider splashing browns and mud colors on the underside and the tracks, also, if you're designing real-world vehicles search for camouflage that matches the origin of the vehicle. Looking at a nation's infantry patterns as well helps.

http://camopedia.org/index.php?title=USSR

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red2cracker
Vehicle Driver


Joined: 13 Feb 2013

PostPosted: Tue Feb 19, 2013 5:01 am    Post subject: camouflage Reply with quote  Mark this post and the followings unread

fixed



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Feb 19, 2013 7:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Using the same texture all over the model is not the end. Add details.
no remap
no metal on wheels
no dark spots on the missile tubes
no dark area of the front window slits
no metal on the turret

Current texture needs antialiasing. The borders between bright and dark gold are too sharp.

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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Wed Feb 20, 2013 4:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Plenty of tanks have wheels the same color as the body, not that weird gray that C&C does.

Don't bother putting in tiny dark spots, just mark the front and back of the tubes all in black, the detail is far too small to see at this scale. As long as it's noticeable where the missiles are coming from, don't waste your time plopping dots in for each missile tube.

As far as the other details, the real SA-13 is pretty much solid.. I'd maybe put some black in for slits where the view ports are.

What do you mean by 'no metal on the turret?' it doesn't need steel gray to be metal. Look at pictures of the SA-13 and other real military vehicles - they generally don't have much detail that would be visible at the scale that C&C depicts them at. I'd maybe add some road lamps like on this one below, but, tanks generally look pretty dull.


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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Wed Feb 20, 2013 4:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Coloured wheels actually look pretty cool, tbh.

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Wed Feb 20, 2013 4:51 am    Post subject: Reply with quote  Mark this post and the followings unread

In fact, IRL, roadwheels are almost always painted the same color as the tank body, and if it is camouflaged, the same pattern.



Also, a lot of this community's voxel artists don't do the grayscale road wheels (I do).

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Feb 20, 2013 9:33 am    Post subject: Reply with quote  Mark this post and the followings unread

the problem is, that by using the same texture all over the model, you can't see much of the details. The normals lighting isn't good enough to lit and shade the model in a way, so parts stand out more.

By adding metal parts or other textures, you can emphasize things like the turret rotation mechanism.

Right now it is impossible to differentiate between the turret and chassis. They simply blend into each other too much.

Of course it would also work keeping the same texture and only make shadowed areas darker, e.g. bottom of turret, areas close to the turret base (simulating ambient occlusion) etc. Though instead of simulating ambient occlusion, using contrasty different textures is often easier.

But still remap is missing.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Wed Feb 20, 2013 10:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Using camo only looks fine.  He/she just needs to go through the voxel and highlight top edges and shadow low ones.  Perhaps some darkening on the sides.

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ViPr
Gauss Rifle Trooper


Joined: 30 Dec 2004

PostPosted: Thu Feb 21, 2013 2:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

3ds Max should be able to draw ambient occlusion onto some texture automatically; so there's really no need for him to do any painting anymore.

What are those little lines on the sides of the vehicle in the diagonal views?

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