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Forgotten Tiberium Silo
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Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Mon Sep 09, 2013 1:44 am    Post subject:  Forgotten Tiberium Silo
Subject description: From Tiberium alliances
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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.
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TA_Forgotten_Silo_ConceptAr.jpg



ForgottenSilo_Main.jpg
 Description:
The tiberium was added quickly for testing purposes!
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ForgottenSilo_Main.jpg



ForgottenSilo_RTS.jpg
 Description:
Default height.
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ForgottenSilo_RTS.jpg



ForgottenSilo.gif
 Description:
5 Stage GIF
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ForgottenSilo.gif



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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Mon Sep 09, 2013 2:56 am    Post subject: Reply with quote  Mark this post and the followings unread

not too bad there.....nice going

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Sep 09, 2013 4:22 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Bu7loos
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Joined: 27 Jul 2011

PostPosted: Mon Sep 09, 2013 5:35 am    Post subject: Reply with quote  Mark this post and the followings unread

splendid Very Happy

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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Mon Sep 09, 2013 12:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

How will a shp look made from that? Smile

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Mon Sep 09, 2013 12:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Vefbl4 wrote:
How will a shp look made from that? Smile


2x2 maybe something similar in size to the Allied Power Plant? Just compare its size to the GDI Turbine Power Plants in TS...

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Mon Sep 09, 2013 2:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

think he was looking for a pic in shp format

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Sep 09, 2013 2:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

well unless Madin posts the model for public i don't think we'll see a shp version of it?

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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Mon Sep 09, 2013 4:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nikademis Von Hisson wrote:
think he was looking for a pic in shp format

no, just of curiosity.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Sep 09, 2013 5:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bit too shiny / too new-looking.

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Alex06
Commander


Joined: 21 Sep 2003
Location: Montreal, Canada

PostPosted: Mon Sep 09, 2013 10:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

You should make the entire faction for C&C3 based on TA, it looks amazing! Smile

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Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Tue Sep 10, 2013 1:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dutchygamer wrote:
Bit too shiny / too new-looking.


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!

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Sep 10, 2013 5:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Tue Sep 10, 2013 6:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dutchygamer wrote:
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.

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