Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Thu Apr 18, 2024 12:06 pm
All times are UTC + 0
GDI Air pads
Moderators: Global Moderators, Media Hut Moderators, Red Alert 2 Moderators, Tiberian Sun Moderators
Post new topic   Reply to topic Page 1 of 1 [6 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Thu Feb 27, 2014 12:35 pm    Post subject:  GDI Air pads
Subject description: Image heavy!
Reply with quote  Mark this post and the followings unread

Structural Series: 2 of 3.

This is a really old model (2011) that I have just got around to unwrapping and texturing.

This did not turn out to well, although this is only my second attempt at modelling and texturing more complicated structures.

I might try again with another structure of similar complexity in the future.



gallery_3_28_5404.jpg
 Description:
Based on this model concept!
 Filesize:  64.31 KB
 Viewed:  1920 Time(s)

gallery_3_28_5404.jpg



GDIHeliPad_Diffuse.jpg
 Description:
Max. Diffuse only!
 Filesize:  361.48 KB
 Viewed:  1920 Time(s)

GDIHeliPad_Diffuse.jpg



GDIAirPad_Main.jpg
 Description:
Zoomed in
 Filesize:  796.09 KB
 Viewed:  1920 Time(s)

GDIAirPad_Main.jpg



GDIAirPad_RTS.jpg
 Description:
Default height.
 Filesize:  794.25 KB
 Viewed:  1920 Time(s)

GDIAirPad_RTS.jpg



AirPad.gif
 Description:
5 Stage GIF
 Filesize:  1.12 MB
 Viewed:  1920 Time(s)

AirPad.gif



Back to top
View user's profile Send private message
SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Thu Feb 27, 2014 1:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

really great

i love the attention to detail
The little WW concept gdi logo used on the side is a nice touch

great stuff as usual madin


I did notice you seem to have gone for a more grey look for the pads rather than the brownish colour in the WW render?

_________________

Back to top
View user's profile Send private message Send e-mail Skype Account
Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Thu Feb 27, 2014 2:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

hate the blur that c+c3 makes

anyways another great work by you !

_________________
Quote:

how did we end up here ?

this place is horrible ...

smells like balls ...


Back to top
View user's profile Send private message
Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Thu Feb 27, 2014 7:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

you should make a video with this in use. Looks like its for C&C3.....looks like it would fit RA2 better, but I like it. Your texturing skills are better than EAs

_________________
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

Back to top
View user's profile Send private message Send e-mail Skype Account
Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Thu Feb 27, 2014 8:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

SMIFFGIG wrote:
really great

i love the attention to detail
The little WW concept gdi logo used on the side is a nice touch

great stuff as usual madin


I did notice you seem to have gone for a more grey look for the pads rather than the brownish colour in the WW render?


Thanks for your comment!

I did want to have some kind of tint, but C&C3 has other ideas. In 3D Max with the GDI shader applied and using my already tinted texture, the building looked a little more like the concept render. But once I loaded up the model in C&C3... you can see the results.

I wonder how much of the original concepts colouring is due to the lighting being used for the render vs the actual texture?
This structure needs more of a tint so that it looks like it would fit in with typical GDI structures more.

-----------------------------

Thanks to everyone else for their comments!

Back to top
View user's profile Send private message
Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Fri Feb 28, 2014 9:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

cool

_________________
Lost Relic[mod]
Lost Relic[game]

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [6 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
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


Powered by phpBB © phpBB Group

[ Time: 0.1630s ][ Queries: 18 (0.0125s) ][ Debug on ]