winrar says: "damaged or unknown rar format"
total commander: "error in packed file gattlingSHP.rar"
7Zip: can open it but shows no compression ratio for gattlingmk.shp and gattlingtur.shp
I suggest you take a working packing program and create the archives again. Best would be zip, as everyone has this.
concerning the SHPs:
-they need better lighting (there is no selfshadowing; all sides have the same brightness; the white colors are way too bright)
-there are random pixel in the turret anim. Don't cut out the turret from the base afterwards, but render the turret-only in the first place
-it needs damage frames _________________ SHP Artist of Twisted Insurrection: Nod buildings
1. it needs a directlight: a light with parallel light beams. This needs to be placed in southwest (-500x,-500y,1000z) and point to the center (0x,0y,0z) (thus points northeast)
This directlight needs to cast shadows, best shadowmap as this is nicely fast and accurate enough for SHPs
2. the current ambient light source which illuminates everything needs the intensity reduced to about 25%. 75% intensity for the direct light.
as an alternative, you can download my foundation examples which were done for TS, but the lighting works for RA2 too.
You can also create a cube as a test object and then adjust the lighting to match as good as possible this example
Top brightest
southwest wall 2. brightest
southeast wall darkest
In your case you surely don't see any difference between the sides, as they are all illuminated the same. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Though imo is the difference between the bright top and shadowed SE too strong. The top could be slightly darker and the shadowed SE slightly brighter. This should also make it fit better with the RA2 lighting.
The bright blue remap ring around the top of the base also looks strange. Why is it so much brighter in the shadowed area than the other texture?
It almost looks like it is a self-illuminating texture. _________________ SHP Artist of Twisted Insurrection: Nod buildings
but for my taste are the textures way too bright. especially the white and bright red remap _________________ SHP Artist of Twisted Insurrection: Nod buildings
additional contrast looks unnatural and bad.
you can optimize so much by changing the lighting and it also looks like you don't use catmull rom for antialiasing, since your textures look very washed out/blurred.
as for the lighting, play around with the settings. Though the test box looks ok, so it's more a problem of false set textures.
to raise contrast on textures, add bumpmaps and some better lighting settings. give it reflections, higher specular level and set the glossiness to match the material (stone with low glossiness value, metal with high glossiness level)
you can also raise the rgb output on a texture to raise contrast. Though in this case it will still follow the correct lighting and don't cause bright borders in shadowed areas like in your after effect. _________________ SHP Artist of Twisted Insurrection: Nod buildings
additional contrast looks unnatural and bad.
you can optimize so much by changing the lighting and it also looks like you don't use catmull rom for antialiasing, since your textures look very washed out/blurred.
as for the lighting, play around with the settings. Though the test box looks ok, so it's more a problem of false set textures.
to raise contrast on textures, add bumpmaps and some better lighting settings. give it reflections, higher specular level and set the glossiness to match the material (stone with low glossiness value, metal with high glossiness level)
you can also raise the rgb output on a texture to raise contrast. Though in this case it will still follow the correct lighting and don't cause bright borders in shadowed areas like in your after effect.
Those are the original(or based on original) Gen textures they are pretty over brightened themselves as well, changing the camera angle does helps a bit, try to make the textures darker.
Deleting all the lights except ShadowCaster and Filllight0 i ended up with this(the brightness remains pretty much same after the textures are enabled)
but why does the small box with the nuke sign have these unrealistic bright edges?
The white on the left barrel also still stands out too much. _________________ SHP Artist of Twisted Insurrection: Nod buildings
are you sure you use catmull rom? Your antialiasing looks horrible blurred.
Why do you darkened every texture? Only the white needs to be darker.
btw, you can also render it in a bigger resolution to see more errors. If you render the building so it fills 300x300 pixel you should be also able to find out why the edges are that bright. I assume the texture is not exactly going to the edges, so there is a bright thin space left untextured. _________________ SHP Artist of Twisted Insurrection: Nod buildings
oh, it's the texture itself having bright borders for the box.
That remap looks ugly. I suggest using a new red texture (e.g. noise map) which also follows correct the lighting. The current remap is ugly due to plain full brightness red.
While you're at it, you should also use purple instead of red for the remap areas and create a custom unittem.pal with a purple remap range that you use for the conversion only. Then the red nuke sign and other red non-remap details aren't converted into remap. _________________ SHP Artist of Twisted Insurrection: Nod buildings
that pure bright remap completely ignoring the lighting still looks ugly and wrong.
I also wouldn't have made the texture on the base that strong. It looks like wood now. The base was better looking in this version as it looked more like concrete.
in 3ds max
-press "m" to open material browser
-select an unused material
-click on diffuse map
-select noise map
-set noise map lower and higher color values to some purples (create new unittem.pal for conversion as mentioned before)
-play a bit with the noise map settings so the details are visible
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