Posted: Mon Sep 09, 2013 1:44 am Post subject:
Forgotten Tiberium Silo
Subject description: From Tiberium alliances
Here is a practice model and texture that I have done based of the Forgotten Silo in Tiberium alliances.
The tiberium is just temporary (it was just done to test how the model would look with visible tiberium), and also no particle FX, or any coding at all, has been done.
If I planned on using this structure, there are a couple of issues that I would fix, but since I do not, this will do!
TA_Forgotten_Silo_ConceptAr.jpg
Description:
Based on this concept and also the game art.
Filesize:
489.72 KB
Viewed:
3303 Time(s)
ForgottenSilo_Main.jpg
Description:
The tiberium was added quickly for testing purposes!
not too bad there.....nice going _________________ 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
Always liked the aesthetic of the forgotten in TA. My only complaint about them there is that they sorta look like a mash-up of GLA & AIM as well as being mutants...
I bet if this had house color it would be on those rusted metal plating surrounding the individual silos. _________________ ~ Excelsior ~ QUICK_EDIT
2x2 maybe something similar in size to the Allied Power Plant? Just compare its size to the GDI Turbine Power Plants in TS... _________________ ~ Excelsior ~ QUICK_EDIT
think he was looking for a pic in shp format _________________ 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
This is probably a lost-in-translation thing, but 'too new looking' seems like a nonsense statement, but I guess it is highly subjective anyway.
Shiny... I have always struggled with the C&C3 specular map and always will.
It would not hurt to slightly reduce the shine on the yellow paint maybe, it is worth a try.
But the choice of screen shot is also a factor.
I can get you too shiny screen grabs of buildings like the C&C3 Nod & GDI construction yards or even the concrete\dirt floors for example, it would simply be a matter of spinning the game camera until you got the 'too shiny' angle.
Thanks for your comment, and everyone else's! QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Tue Sep 10, 2013 5:10 pm Post subject:
Better explanation then: it looked like it's a toy just happen to be laying on the ground. It doesn't look like it's actually build there, or connected to the ground. QUICK_EDIT
Better explanation then: it looked like it's a toy just happen to be laying on the ground. It doesn't look like it's actually build there, or connected to the ground.
I have no intention of using this and so did not see the point in such detail.
Something like the BIB that the C&C3 Nod & GDI refineries have, is something that I could use to blend the structure better with the various environments.
That kind of detail never gets done in the initial modelling and texturing phase for me, I consider that the second phase along with rigging, animations, has well has any fixes that might be necessary. QUICK_EDIT
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum