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IVI battery recharging facility
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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Mon Jan 08, 2007 2:44 pm    Post subject:  IVI battery recharging facility
Subject description: 3d!
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this is my 3rd 3d model. what do you think? Smile after I make some textures for it I'll trun it into an SHP



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tds101
Disk Thrower


Joined: 08 May 2006
Location: lancaster PA

PostPosted: Mon Jan 08, 2007 3:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

quick question what will the building do and what team is it on. I think its ok but maybe you should add more detail like pipes, panals, windows, doors, lights, Ledges ect. If you finish it i would love to see a screen shot of it in game ok keep up the good work

Later

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Mon Jan 08, 2007 4:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cool. Smile

He doesn't need make the extra geometry to do that,you can add them with textures. The lighting seems kinda funky, shadows appear upside down?

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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Tue Jan 09, 2007 12:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

new and improved #Tongue

@ Akult: yeah, the shadow do seem odd at times.. but that's 3d canvas' fault not mine #Tongue. btw, is the doom mod still go?

@ tds101: the building is owned by IVI, built by IVI and sold by IVI. Wink . Nod and GDI can build this and so can the Seng-Li Secessionists. It's function is simple: it's the prerequisite to IVI MRP and SPAFV series AFVs. You can't 'order' IVI MRP/SPAFV units without building this one first.

credits to:various internet sites for many of the textures



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Oshog
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Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Tue Jan 09, 2007 1:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

zomg that's sekzy.

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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Tue Jan 09, 2007 1:46 pm    Post subject:  ::sigh:: Reply with quote  Mark this post and the followings unread

it didn't turn out the way I wanted it to be Mad .

this is how it looks like in game. it seems that the simple textures I used can't be transmuted correctly due to the color limitations of TS. Mad

Oh well, nothing a little touch-up wouldn't fix I think.

does the perspective look OK?



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Ickus
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Joined: 25 Nov 2002
Location: @__@

PostPosted: Tue Jan 09, 2007 3:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

IVI:<i> DM is going. PM me for more details.</i>

Excellent. the texturing came out pretty good, lol yea. palettes can be a downer at times, but nothing too serious,

the only things that kinda get me is the stamped metal is a little repeative. and its placement is stretched out on your model. if you can scale it down a bit. and since the contrast on your building it makes it more noticable, because its vinifera blue.

The perspective is almost there? it appears, just a tad down? hrm.. and flat angle its seems to be pointing away from the player, maybe pan it more towards the player so its parallel with the rest TS buildings.. it seems a tad shy. #Tongue

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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Tue Jan 09, 2007 3:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

The building would look way better if it actually had any lighting on it. The textures need better UVW maps and you need to setup a TS/RA2 camera to get the angle and perspective done correctly.

IVI, if you can export that model to .3ds, PM me the file and I'll see what I can do.

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