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Fission's Voxel Outpost
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NucleiSplitter
Laser Commando


Also Known As: martx
Joined: 28 Oct 2016
Location: PH

PostPosted: Tue May 29, 2018 1:26 pm    Post subject:  Fission's Voxel Outpost
Subject description: Art Pile 2, mainly for voxel eye-candy. Image-heavy.
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I'm splitting away my old works from my new works. (Get it? 'cuz Splitter? Aight enough bad jokes.)

My old voxel thread is here: Fission's Art Pile
https://ppmforums.com/viewtopic.php?t=43528&start=50

• Vulture Gunship - Allied (originally by Creator)

Give me points on what to improve, it seems like it lacks something.



vulture_001.gif
 Description:
Vulture Gunship
 Filesize:  954.24 KB
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vulture_001.gif



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Last edited by NucleiSplitter on Sat Nov 14, 2020 11:53 am; edited 9 times in total

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MasterHaosis
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Joined: 01 Nov 2010
Location: Serbia

PostPosted: Tue May 29, 2018 1:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

NucleiSplitter, good that you back! Smile
Yeah, I remember that comedy. But why did you split that old thread? It is not necessary, that thread has awesome models. Also it will confuse people, as voxellers tend to open one threads for themselves. If everyone open multiple threads that can lead to confusion.

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NucleiSplitter
Laser Commando


Also Known As: martx
Joined: 28 Oct 2016
Location: PH

PostPosted: Tue May 29, 2018 1:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

MasterHaosis wrote:
But why did you split that old thread? It is not necessary, that thread has awesome models. Also it will confuse people, as voxellers tend to open one threads for themselves. If everyone open multiple threads that can lead to confusion.

Quite true, but I'm still going to be strict about splitting my new from the old. I despise my old self so much because of some personal things... I'll just put a link to the old one if anyone would be looking for it.

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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue May 29, 2018 2:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Your vulture looks too flat IMO. Especially the roof.

Maybe add a turbine or something there.

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PussyPus
Commander


Joined: 14 Jul 2015
Location: Egypt

PostPosted: Tue May 29, 2018 3:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

add dual rods on the roof

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NucleiSplitter
Laser Commando


Also Known As: martx
Joined: 28 Oct 2016
Location: PH

PostPosted: Wed May 30, 2018 6:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Criticism taken, thank you TAK02 and PussyPus

And here is another voxel, the Hyperfire Carrier. This took me four days, and some help from Creator. The aircraft loaded on it is a modified orcab.vxl found in the mixes.

• Orca Hyperfire Carrier - Allied (aided by Creator)

One thing to note: I didn't finish the wheels and tracks yet.



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Ingame
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360° View
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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Wed May 30, 2018 7:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

NucleiSplitter wrote:
orcab.vxl found in the mixes.
You do know that's TS' original Orca Bomber WW forgot in there, right? #Tongue

Last edited by TAK02 on Thu May 31, 2018 5:54 am; edited 1 time in total

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Wed May 30, 2018 9:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

2 exposed spawns may not be a good choice since spawner spawns spawns spawn by spawn (WO dilemma)

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NucleiSplitter
Laser Commando


Also Known As: martx
Joined: 28 Oct 2016
Location: PH

PostPosted: Thu May 31, 2018 3:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
2 exposed spawns may not be a good choice since spawner spawns spawns spawn by spawn (WO dilemma)

Really? I have no problem with my code Confused

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cxtian39
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Joined: 11 Feb 2016

PostPosted: Thu May 31, 2018 6:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

At the time when the first orca flies out, carrier turns into "empty" mode immediately while the second hasn't taken off

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NucleiSplitter
Laser Commando


Also Known As: martx
Joined: 28 Oct 2016
Location: PH

PostPosted: Sun Apr 21, 2019 2:14 pm    Post subject: I'm back from the dead to revive this thread Reply with quote  Mark this post and the followings unread

My new paladin tank after copying (yes, copying) azri_apoc's Grizzly Tank Chassis for a little over a week

I modified the turret a bit to differentiate it from the one I publicly published
Constructive ideas/criticism would be nice Smile



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 Description:
this took a long time of fine-tuning and getting the shape right
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SCRN.20190421-215649-00920.png
 Description:
yeet
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PussyPus
Commander


Joined: 14 Jul 2015
Location: Egypt

PostPosted: Sun Apr 21, 2019 3:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

How about? the hoverball i created? i'm sure you don't know, but i designed some concepts of buildings and units for a project i started since 2015 and scrapped in 2017, this year it's back but the progress is very slow due to college.

And if you ask me where is it, i forgot to back up the artwork (to deviantART) before i get a new laptop.

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NucleiSplitter
Laser Commando


Also Known As: martx
Joined: 28 Oct 2016
Location: PH

PostPosted: Sun Apr 21, 2019 3:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

I can't recall any hoverball... It's been a long time, so i'm not really sure bout many things back then, sorry Sad

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NucleiSplitter
Laser Commando


Also Known As: martx
Joined: 28 Oct 2016
Location: PH

PostPosted: Mon Apr 22, 2019 11:59 am    Post subject: Reply with quote  Mark this post and the followings unread

quick update: Paladin Medium Tank (not heavy, tho is bigger than my heavy tanks right now xD)
- Added Bigger Turret Headlight, the old headlight was too small to be rendered properly ingame
- Added the small "bear claws" from azri's grizzly tank, the front part felt empty

Up next: Chrono Miner revision, this is gonna take a while.



gtnk_002.gif
 Description:
Made by Germany! (in my mod anyway)
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NucleiSplitter
Laser Commando


Also Known As: martx
Joined: 28 Oct 2016
Location: PH

PostPosted: Tue Apr 23, 2019 8:06 am    Post subject: Reply with quote  Mark this post and the followings unread

literally a day later...

anything to say about my new kronominer?



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I feel like its lacking something...
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cmin_001.gif



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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue Apr 23, 2019 10:10 am    Post subject: Reply with quote  Mark this post and the followings unread

NucleiSplitter wrote:
anything to say about my new kronominer?

Umm... it looks nice..?

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snmiglight
Grenadier


Joined: 25 Aug 2007

PostPosted: Sun Apr 28, 2019 7:33 am    Post subject: Reply with quote  Mark this post and the followings unread

NucleiSplitter wrote:
I feel like its lacking something..

aside from the big gap between the chrono device and the storage, I've got no complaints.

good job on the chrono device btw.

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4StarGeneral
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Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sun Apr 28, 2019 10:22 am    Post subject: Reply with quote  Mark this post and the followings unread

It looks good, maybe missing some headlights, but it does look like it carries half of what a vanilla one could carry. I think the semi-circle holding the white orbs could be moved back a pixel.

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NucleiSplitter
Laser Commando


Also Known As: martx
Joined: 28 Oct 2016
Location: PH

PostPosted: Sun Apr 28, 2019 12:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

snmiglight wrote:
aside from the big gap between the chrono device and the storage, I've got no complaints.

good job on the chrono device btw.

oh, yea that's what's been missing, it felt empty there.. i'll try to think of something to fill the gap, thanks for pointing that out Smile

4StarGeneral wrote:
It looks good, maybe missing some headlights, but it does look like it carries half of what a vanilla one could carry. I think the semi-circle holding the white orbs could be moved back a pixel.

i'll try out putting some headlights on the chrono device dome, and i'll try moving the white orb circle one pixel back

Thanks for the feedback, it helps me refine my work a tad bit more Very Happy

Anyway, here's a rework of my old Ham for the time being...



hamtnk_001.gif
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Delicious ham... :p
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hamtnk_001.gif



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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sun Apr 28, 2019 1:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

While not a fan of the Hammer, this is a cute nice remake.

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NucleiSplitter
Laser Commando


Also Known As: martx
Joined: 28 Oct 2016
Location: PH

PostPosted: Thu Apr 30, 2020 10:52 am    Post subject: Reply with quote  Mark this post and the followings unread

A whole year and two days later... I'm alive!! Twisted Evil

I now understand why RA3 had too much remap, there's almost nothing to put remap on.

I did the chassis for the whole day, it was a PITA to detail the tracks and I haven't even gotten to the turret.



guardiantank_000.gif
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lacks remap
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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Fri May 01, 2020 7:26 am    Post subject: Reply with quote  Mark this post and the followings unread

That's nice, Very fitting for RA2, unless the Turrett has more remap, it maybe needs more remap on the body?

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PussyPus
Commander


Joined: 14 Jul 2015
Location: Egypt

PostPosted: Fri May 01, 2020 3:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

The tip of the tread handler needs remap, just like the some tanks in the original game have.

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NucleiSplitter
Laser Commando


Also Known As: martx
Joined: 28 Oct 2016
Location: PH

PostPosted: Mon May 04, 2020 8:07 am    Post subject: Reply with quote  Mark this post and the followings unread

here's a finished ingame, tell me what you think

i'll post a 360 later, hva builder 2.18 keeps crashing on me



SCRN.20200504-155802-00801.png
 Description:
Looks more like a tank destroyer than a MBT.
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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Mon May 04, 2020 2:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Try Stucuk's WIP7 HVA builder, that's what I use.

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NucleiSplitter
Laser Commando


Also Known As: martx
Joined: 28 Oct 2016
Location: PH

PostPosted: Tue May 05, 2020 4:19 am    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
Try Stucuk's WIP7 HVA builder, that's what I use.

I'll check it out in a bit, tho i got hvab2.18d working again

Here's what how the Guardian Tank turned out...



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 Description:
ingame
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guardiantnk_001.gif
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turret is chonky
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guardiantnk_001.gif



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PussyPus
Commander


Joined: 14 Jul 2015
Location: Egypt

PostPosted: Tue May 05, 2020 6:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

NucleiSplitter wrote:
G-E wrote:
Try Stucuk's WIP7 HVA builder, that's what I use.

I'll check it out in a bit, tho i got hvab2.18d working again

Here's what how the Guardian Tank turned out...

It's not too small, if you resize infantry SHPs to a downside (decreasing size in pixel unit), they'll look realistically smaller than vehicles, even though, some vehicles in some mods are too large for a weapons factory.

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NucleiSplitter
Laser Commando


Also Known As: martx
Joined: 28 Oct 2016
Location: PH

PostPosted: Wed May 06, 2020 9:08 am    Post subject: Reply with quote  Mark this post and the followings unread

PussyPus wrote:
It's not too small, if you resize infantry SHPs to a downside (decreasing size in pixel unit), they'll look realistically smaller than vehicles, even though, some vehicles in some mods are too large for a weapons factory.

i just resized my infantry to TS proportions, and yes indeed does it look realistic

Here comes another one...
Remake of the NightHawk Transport, inputs please.



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shad_001.gif



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silverwind
Cyborg Firebomber


Joined: 11 Jun 2016

PostPosted: Thu May 07, 2020 12:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Looks nice ingame, but for some reason the blades look like pipes.

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Thu May 07, 2020 11:56 am    Post subject: Reply with quote  Mark this post and the followings unread

NucleiSplitter, good to see you alive man!

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NucleiSplitter
Laser Commando


Also Known As: martx
Joined: 28 Oct 2016
Location: PH

PostPosted: Fri May 08, 2020 4:01 am    Post subject: Reply with quote  Mark this post and the followings unread

silverwind wrote:
Looks nice ingame, but for some reason the blades look like pipes.
It's probably due to the blades being 2 voxels thick, I'll reduce it by one and see

MasterHaosis wrote:
NucleiSplitter, good to see you alive man!
good to see you still around MH!

Sea Scorpion reshape based off of Jem's, I think it turned out great Smile



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I love my boat~
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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri May 08, 2020 9:12 am    Post subject: Reply with quote  Mark this post and the followings unread

The two decks on top of each other looks weird on the Sea Scorpion. I presume the top one is supposed to be the bridge, but the bottom one also implies to have the same layout and I don't think that's commonplace. Sure, this is a minor nitpick and isn't even visible ingame anyway.

You've developed a lot from that very early plain style of yours during your absence, in regards to shading and grey usage. Weird to see these stuff next to your old plainer style.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri May 08, 2020 4:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Pfft the two decks are fine, what would make it appear better is the lower one have an open deck area behind the structure. You also have to fix those normals on the hull.

One thing I would suggest design wise is adding contrast. If the hull is dark, some parts like the features closest on deck need to be bright, so you create a dark-light-dark contrast.

Otherwise, it looks good.

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NucleiSplitter
Laser Commando


Also Known As: martx
Joined: 28 Oct 2016
Location: PH

PostPosted: Sun May 10, 2020 1:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
The two decks on top of each other looks weird on the Sea Scorpion. I presume the top one is supposed to be the bridge, but the bottom one also implies to have the same layout and I don't think that's commonplace. Sure, this is a minor nitpick and isn't even visible ingame anyway.
Points taken, the windows were carried over from Jem's design, though I imagined the top being some sort of spotting deck and the one below being the bridge, I redone the windows accordingly now.

Quote:
You've developed a lot from that very early plain style of yours during your absence, in regards to shading and grey usage. Weird to see these stuff next to your old plainer style.
Indeed I have, good thing I made this little thread to make it hopefully less weird. Smile

G-E wrote:
...what would make it appear better is the lower one have an open deck area behind the structure. You also have to fix those normals on the hull.
I couldn't see how I could fit an open deck area in the lower deck, so no. Sad
I have fixed the black spots autonormals make though.

Quote:
One thing I would suggest design wise is adding contrast. If the hull is dark, some parts like the features closest on deck need to be bright, so you create a dark-light-dark contrast.

Otherwise, it looks good.
I'll take note of that for the next vessel I'll make. Thank you!

Up next:
A little preview of the next model... and yes, I use green for shaping.



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tsunami remake wip
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 Description:
slightly redesigned
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NucleiSplitter
Laser Commando


Also Known As: martx
Joined: 28 Oct 2016
Location: PH

PostPosted: Tue May 12, 2020 8:24 am    Post subject: Reply with quote  Mark this post and the followings unread

The RA3 Tsunami Tank in Allied Scheme.
Model is based off of the tank's high quality render, it's as accurate as can be.
Textures are not accurate.

Will fix the tracks later.



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Through hell it is!
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360
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Bu7loos
Commander


Joined: 27 Jul 2011

PostPosted: Sun May 17, 2020 1:05 am    Post subject: Reply with quote  Mark this post and the followings unread

@NucleiSplitter: Can we trade ? I would like to have that chrono miner Smile

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NucleiSplitter
Laser Commando


Also Known As: martx
Joined: 28 Oct 2016
Location: PH

PostPosted: Sat Jun 06, 2020 11:40 am    Post subject: Reply with quote  Mark this post and the followings unread

IFV Remake, made from original voxel.
Upscaled by 25%

Used the German Marten IFV as reference for the front, and the ingame cameo for the sides.

Inputs are welcome Smile



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m7
Commander


Joined: 17 Apr 2009

PostPosted: Sat Jun 06, 2020 6:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Damn, ace voxel! Have any ingames? This is quite the treat!

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Jun 06, 2020 6:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Best IFV design I've seen in a long time, gj!

I would add some scuffs and highlights on the panels though, I know you like this shaded gap thing but it needs more contrast on the Allied scheme sections.

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PussyPus
Commander


Joined: 14 Jul 2015
Location: Egypt

PostPosted: Sun Jun 07, 2020 12:15 am    Post subject: Reply with quote  Mark this post and the followings unread

NucleiSplitter wrote:
IFV Remake, made from original voxel.
Upscaled by 25%

Used the German Marten IFV as reference for the front, and the ingame cameo for the sides.

Inputs are welcome Smile

Is this design based of the IFV icon from the original game?

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NucleiSplitter
Laser Commando


Also Known As: martx
Joined: 28 Oct 2016
Location: PH

PostPosted: Mon Jun 08, 2020 3:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Made some minor editing to the IFV and a repair arm turret based off of the repair depot arm.

m7 wrote:
Have any ingames? This is quite the treat!

Here's a quick one Smile

G-E wrote:
I would add some scuffs and highlights on the panels though, I know you like this shaded gap thing but it needs more contrast on the Allied scheme sections.

Scuffs and highlights... Can't really do right now Confused
As for the contrast, the only thing I saw was the rearlights, so I darkened it a little.

PussyPus wrote:
Is this design based of the IFV icon from the original game?

Indeed it is.



fv_005.gif
 Description:
a scorpion-tail repair arm
 Filesize:  2.13 MB
 Viewed:  8743 Time(s)

fv_005.gif



fv_004.gif
 Description:
Minor edits?
 Filesize:  1.88 MB
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fv_004.gif



ingames.png
 Description:
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ingames.png



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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Jun 08, 2020 11:17 am    Post subject: Reply with quote  Mark this post and the followings unread

The repair arm looks like a scorpion tail #Tongue

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PussyPus
Commander


Joined: 14 Jul 2015
Location: Egypt

PostPosted: Mon Jun 08, 2020 1:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
The repair arm looks like a scorpion tail #Tongue

Think you can recolor it to Nod color scheme, Fission? It looks heavily similar to the repair vehicle from Tiberian Sun.

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NucleiSplitter
Laser Commando


Also Known As: martx
Joined: 28 Oct 2016
Location: PH

PostPosted: Thu Jun 11, 2020 10:39 am    Post subject: Reply with quote  Mark this post and the followings unread

PussyPus wrote:
Mig Eater wrote:
The repair arm looks like a scorpion tail #Tongue

Think you can recolor it to Nod color scheme, Fission? It looks heavily similar to the repair vehicle from Tiberian Sun.

I guess I can, but the shape isn't Nod-ish imo, the arm tho might be good enough

Anyway, here's a demo truck remake
Made from the vanilla voxel, scaled up by 1.25x, based off of the cameo and render

I'm testing the 1.25x scaling to see if it's the golden scale for TS-size infantry, this is the second attempt, it looks kinda big, but I'll wait for people's inputs



ingame.png
 Description:
Ingame
 Filesize:  94.87 KB
 Viewed:  8514 Time(s)

ingame.png



demotruck blue_002.gif
 Description:
360
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NucleiSplitter
Laser Commando


Also Known As: martx
Joined: 28 Oct 2016
Location: PH

PostPosted: Sat Jun 13, 2020 11:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Just found out a person named ZergKete made a better demotruck than mine. It's really big tho Embarassed

Anyway, here's another one for my mod, a Grizzly Tank remake.
Made from the ingame voxel. Rescaled by 1.25x as with the past two. Based off of the cameo and only render it has.

Turret was made by Jem, didn't really bother making one from the vanilla so I edited his. It fits the chassis quite well.



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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Jun 13, 2020 12:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just FYI, the voxel size and shape do have an effect on how easy it is to hit, and how much splash damage a near miss will give it. By making units oversized, you actually make them take more damage under some circumstances. So if you make a sleek light tank with say Strength=500 and a chunky APC with the same, the tank has better survivability.

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NucleiSplitter
Laser Commando


Also Known As: martx
Joined: 28 Oct 2016
Location: PH

PostPosted: Sat Jun 13, 2020 1:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
Just FYI, the voxel size and shape do have an effect on how easy it is to hit, and how much splash damage a near miss will give it. By making units oversized, you actually make them take more damage under some circumstances. So if you make a sleek light tank with say Strength=500 and a chunky APC with the same, the tank has better survivability.

Really? That's quite interesting. Never would've thought the shape and size would affect the potential damage taken. Does HVA-resizing affect this as well?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Jun 13, 2020 1:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

The turret looks too small & the turret ring to high IMO. love the body though #Tongue

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Jun 13, 2020 3:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

NucleiSplitter wrote:
Does HVA-resizing affect this as well?

I don't know, I wouldn't expect so, but then the engine does have many interesting quirks.

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PussyPus
Commander


Joined: 14 Jul 2015
Location: Egypt

PostPosted: Sat Jun 13, 2020 4:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

NucleiSplitter wrote:
PussyPus wrote:
Mig Eater wrote:
The repair arm looks like a scorpion tail #Tongue

Think you can recolor it to Nod color scheme, Fission? It looks heavily similar to the repair vehicle from Tiberian Sun.

I guess I can, but the shape isn't Nod-ish imo, the arm tho might be good enough

Anyway, here's a demo truck remake
Made from the vanilla voxel, scaled up by 1.25x, based off of the cameo and render

I'm testing the 1.25x scaling to see if it's the golden scale for TS-size infantry, this is the second attempt, it looks kinda big, but I'll wait for people's inputs

Actually the difference is, the IFV has tires, but the original Repair Vehicle from TS had treads/tank tracks.

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