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 Tue Apr 23, 2024 10:43 am
All times are UTC + 0
[RA2] Tech upgrade center
Moderators: Global Moderators, Media Hut Moderators, Red Alert 2 Moderators, Tiberian Sun Moderators
Post new topic   Reply to topic Page 1 of 1 [47 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Sun Aug 12, 2007 5:27 pm    Post subject:  [RA2] Tech upgrade center
Subject description: Remake of TS upgrade center
Reply with quote  Mark this post and the followings unread

I'm currently playing around with Blender lo learn a bit of 3D modeling for something to aim for I'm making an upgrade center for a tech building. Any ideas for upgrade nodes I should make beyond the obvious ion cannon uplink, hunter seeker or drop pods? Bear in mind that the upgrades can pretty much only add superweapons, but with the Rockpatch/NPatch this gives quite a bit of scope now. Also any suggestions for changes in the centre itself (something constructive, not 'its needs texturing')?

Last edited by Blade on Tue Aug 28, 2007 5:11 pm; edited 1 time in total

Back to top
View user's profile Send private message
Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Sun Aug 12, 2007 5:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

How about a GPS uplink node? Smile

Back to top
View user's profile Send private message Skype Account Yahoo Messenger Account
DeathMummy
Rocket Infantry


Joined: 07 Apr 2007
Location: Turn Around.

PostPosted: Sun Aug 12, 2007 5:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

And an airstrike node (calls in airstrike)
Make the upgrading part of it slightly taller.

_________________
http://www.ppmsite.com/forum/files/tifansig1_copy_180.png[/img][/url]

Back to top
View user's profile Send private message Skype Account
Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Sun Aug 12, 2007 6:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

A door on the side, a pole (for the tech flag), a bigger radio dish, some windows, something like a pathway, perhaps even stairs here and there.

Back to top
View user's profile Send private message Send e-mail
Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Sun Aug 12, 2007 8:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Offtopic, but is Blender free? >_>

_________________
PPM's Reichstrollfuherer, 236th Trollenparties brigade.

Back to top
View user's profile Send private message Send e-mail Skype Account AIM Address
Electro
Vehicle Drone


Joined: 03 Jul 2007

PostPosted: Sun Aug 12, 2007 8:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes, Blender is free, it's under the GNU Lesser General Public License.

Back to top
View user's profile Send private message Send e-mail Skype Account
Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Sun Aug 12, 2007 9:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

I like the way the dish looks, its pretty accurate of what it looked like in TS. Door and windows I'll probably do in the textures (when I figure out how to do them right). Any of the other buildings have stairs for scale comparison?

As for upgrade nodes, and idea of what they might look like might help, otherwise it would just end up being a variety of radar dishes (certainly for the suggestions so far).

I thought Blender was GPL, not LGPL. Yeah, its free. If anyone wants me to post the blend file when I've developed it a bit more I will, then anyone will be able to make additional upgrade animations and have them fit correctly.

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


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Mon Aug 13, 2007 2:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why not simply acquire 3dsmax?

Back to top
View user's profile Send private message Send e-mail
Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Mon Aug 13, 2007 3:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thats the kind of mentality that sees windows as the dominant OS, its easily pirated at home so why not use it... because if you run a business then all the people you employ will only have experience of that OS and thus you'll need to pay for licences or risk being audited for compliance. I'd rather use a truely free program and help others use it than help the cause of autodesk or whoever makes 3DS Max now. If people had to pay for windows and it was enforced strongly, the likes of linux would advance a lot faster.

Back to top
View user's profile Send private message
Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Thu Aug 16, 2007 11:38 pm    Post subject:   Reply with quote  Mark this post and the followings unread

Bit of a bump, but I've played around with some textures and added some antenna.

Last edited by Blade on Sat Sep 15, 2007 10:53 pm; edited 1 time in total

Back to top
View user's profile Send private message
OccultSpectre
Cyborg Soldier


Joined: 12 Feb 2007
Location: Somewhere in Spain

PostPosted: Thu Aug 16, 2007 11:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's Kickass! Well done, But I 'd add something at the front wall, like shoot holes and something, but it's still being good

_________________
"I thought what I'd do was, I'd pretend I was one of those deaf-mutes" -J.D. Zallinger
Or Should I?" -The Laughing Man

Back to top
View user's profile Send private message
Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Sat Aug 18, 2007 12:26 am    Post subject:   Reply with quote  Mark this post and the followings unread

Okay, another revision... I've changed the texture and got what I think is the correct lighting on it now. I've also increased the contrast quite a bit.



caplug wip.png
 Description:
 Filesize:  6.76 KB
 Viewed:  12234 Time(s)

caplug wip.png



Back to top
View user's profile Send private message
BrianPrime
Shrapnel Sniper


Joined: 26 Jul 2007

PostPosted: Sat Aug 18, 2007 12:35 am    Post subject: Reply with quote  Mark this post and the followings unread

TBH the texturing is pretty bland. Other than that, nice idea. Smile

_________________


[quote="Bobingabout"]I've got more naruto porn than furry porn[/quote]

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Aug 18, 2007 9:35 am    Post subject: Reply with quote  Mark this post and the followings unread

IMO you should replace the remap cooling ribs with a rotating fan (like the TD conyard fans).

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
Kiith-Sa
Rocket Cyborg


Joined: 26 Oct 2004

PostPosted: Sat Aug 18, 2007 10:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Texture is quite bad imo (better than mine, though:P) , but the model is good.
Just make texture as procedural, new Blender versions can bake it into a UV map- no need for Photoshop/Gimp unless you want to put stuff like logos, text on it.

What about low-polygonizing this for Open TS?

Yeah, and if you don't want to, post it, I can #Tongue.

_________________
Time will tell...
Sooner or later...
Time will tell...

Back to top
View user's profile Send private message
Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Sat Aug 18, 2007 10:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, I agree the texture is a bit rubbish, it is my first attempt at creating a texture for UV map and I'm not all that great at making pictures from scratch anyhow. I haven't quite got the hang of creating procedural textures either. For the main building I was really trying to create a texture similar to the hospitals texture, while the area under the upgrades was supposed to be like the base under the machine shop. I've attached the blend file if anyone wants to help me out then.



caplug.zip
 Description:

Download
 Filename:  caplug.zip
 Filesize:  61.98 KB
 Downloaded:  236 Time(s)


Back to top
View user's profile Send private message
MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Sat Aug 18, 2007 9:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

So ya I am pretty impressed. How did you end up getting the angle right? It does look pretty damn close.

The lights/shadows look good to me. #Tongue match up pretty damn good to a quick model I did. #Tongue

The texture isnt some thing that people who first start get good at the first time. I still suck at it. #Tongue But im gonna have to pass this link off for textures. #Tongue

http://local.wasp.uwa.edu.au/~pbourke/texture_colour/

Great site! I use it all the time.



caplug.PNG
 Description:
 Filesize:  21.27 KB
 Viewed:  12153 Time(s)

caplug.PNG



_________________
MadHQ's Graveyard - Click here!
(Permissions) - (F.A.Q.)

Back to top
View user's profile Send private message Skype Account
Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Sat Aug 18, 2007 10:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

I ended up reverse engineering them from the Max script positions. I still need to come up with a workflow for masking the AA image of the structure with a none AA outline to stop blue edges. Out of interest, what technique do you use to apply the textures?

Back to top
View user's profile Send private message
BrianPrime
Shrapnel Sniper


Joined: 26 Jul 2007

PostPosted: Sat Aug 18, 2007 11:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

For waaaay better textures, check out Mayang's free ultrahighres texture dump, it has everything imaginable. Razz

http://mayang.com/textures/

_________________


[quote="Bobingabout"]I've got more naruto porn than furry porn[/quote]

Back to top
View user's profile Send private message
MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Sun Aug 19, 2007 6:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Most of the time I just use UVW mapping. Witch basically unwraps it by a simple shape that you should choose, such as box, sphere, cylinder... ext... It does a pretty good job, but I will find unwrap issues witch I fix latter myself. But as far as making a texture... I don't do that normally... I just use a material as such found on that site I posted, such as a brick or concrete texture. Some times have to spend a few mins in an image editor just to get it to tile. Then any kind of detail such as windows or say a sign on a wall I would just make a box or some thing, or bollean deatils, just to avoid having to paint a texture. Lazyness? Yup! #Tongue But I think it does an ok job.

_________________
MadHQ's Graveyard - Click here!
(Permissions) - (F.A.Q.)

Back to top
View user's profile Send private message Skype Account
BrianPrime
Shrapnel Sniper


Joined: 26 Jul 2007

PostPosted: Sun Aug 19, 2007 3:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

MadHQ wrote:
Most of the time I just use UVW mapping. Witch basically unwraps it by a simple shape that you should choose, such as box, sphere, cylinder... ext... It does a pretty good job, but I will find unwrap issues witch I fix latter myself. But as far as making a texture... I don't do that normally... I just use a material as such found on that site I posted, such as a brick or concrete texture. Some times have to spend a few mins in an image editor just to get it to tile. Then any kind of detail such as windows or say a sign on a wall I would just make a box or some thing, or bollean deatils, just to avoid having to paint a texture. Lazyness? Yup! #Tongue But I think it does an ok job.


Only problem is, the textures that you use are pixelated and rather low res. I think your work could have much cooler results if you used highres, highquality textures like the ones mayang takes. They're like 3000x2000, and the site has everything imaginable. Confused

_________________


[quote="Bobingabout"]I've got more naruto porn than furry porn[/quote]

Back to top
View user's profile Send private message
Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Sun Aug 19, 2007 9:57 pm    Post subject:   Reply with quote  Mark this post and the followings unread

Okay, I've scrapped the image texture and converted it to bump map and worked a bit with procedural textures to get a less even colour. I've also fixed the lighting as it seems I was missing a light. I've also improved the windows a lot. There was also a slight misalignment in the camera for the last one as well. Anyone got any other suggestions/comments on the textures before I work on converting to .shp and test it ingame?



caplug wip.png
 Description:
 Filesize:  21.4 KB
 Viewed:  12036 Time(s)

caplug wip.png



Back to top
View user's profile Send private message
Harv
Cyborg Firebomber


Joined: 09 Oct 2006
Location: -My own Imagination-

PostPosted: Sun Aug 19, 2007 10:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

i like it, looks better with each pic #Tongue

Back to top
View user's profile Send private message Skype Account Yahoo Messenger Account AIM Address
BrianPrime
Shrapnel Sniper


Joined: 26 Jul 2007

PostPosted: Sun Aug 19, 2007 10:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Blade wrote:
Okay, I've scrapped the image texture and converted it to bump map and worked a bit with procedural textures to get a less even colour. I've also fixed the lighting as it seems I was missing a light. I've also improved the windows a lot. There was also a slight misalignment in the camera for the last one as well. Anyone got any other suggestions/comments on the textures before I work on converting to .shp and test it ingame?


Too low poly! You have UNLIMITED poly freedom! Use it!

_________________


[quote="Bobingabout"]I've got more naruto porn than furry porn[/quote]

Back to top
View user's profile Send private message
Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Mon Aug 20, 2007 1:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Any suggestions on what to burn the extra polys on? The original wasn't particularly detailed.

Back to top
View user's profile Send private message
BrianPrime
Shrapnel Sniper


Joined: 26 Jul 2007

PostPosted: Mon Aug 20, 2007 1:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Blade wrote:
Any suggestions on what to burn the extra polys on? The original wasn't particularly detailed.


Don't make it go for an exact copy, make it fit RA2! Add a small concrete base, some various barrels, a transformer tower, a more... rugged satellite dish like some people stick in their back yard, maybe a few antennas, some clamps around the upgrade pods to hold it in, a dirtier texture..

_________________


[quote="Bobingabout"]I've got more naruto porn than furry porn[/quote]

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


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Mon Aug 20, 2007 8:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Even though the GAPLUG was a modified Dropship Bay... GADROP had obviously been obsolete long enough for WW to "almost" fully re-design it and make it the upgrade centre

However the final GAPLUG seen in TS is not actually the final WW design

this 3d model can be found in the (UK) Firestorm Manual... its quite different, with the main obvious difference is it having a chimney type thing with a stationary oblong radar dish on the front.... take a look blade it would make a nice worthy addition to both TS and RA2 Wink

P.S. Nice progress so far

_________________

Back to top
View user's profile Send private message Send e-mail Skype Account
Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Wed Aug 22, 2007 9:50 pm    Post subject:   Reply with quote  Mark this post and the followings unread

Okay, I've rounded the building somewhat, made a upgrade pods a bit more unique, added some barrels and changed the texture and colouring somewhat. This image is also in the correct pallet and has had unsharp mask applied to it.



caplug.gif
 Description:
 Filesize:  8.63 KB
 Viewed:  11912 Time(s)

caplug.gif



Back to top
View user's profile Send private message
Kiith-Sa
Rocket Cyborg


Joined: 26 Oct 2004

PostPosted: Wed Aug 22, 2007 11:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Rounding looks bad imo. As if you drawn this thing in 2D.
Otherwise it's better, but it's no longer TS GDI upgrade center and it doesn't seem as something you could improve much more.
And it's not RA2 either. It looks just like bigger TS one with different texture (which doesn't fit RA2 very well, but it might fit with some TC).
If you want to make it good for RA2, start from scratch and redesign it a bit. Look at Exodus or ROS models for instance. You can get much nicer results with RA2 resolution. (or even Tiberian Oddysey, which uses the hell out of TS resolution)
Look how those mods' structures position various building parts. Not just pipes/cubes/whatever without any meaning.
Don't take this as some overcritical post, I'm just saying it's time to move on.

_________________
Time will tell...
Sooner or later...
Time will tell...

Back to top
View user's profile Send private message
DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Wed Aug 22, 2007 11:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think it needs a logo somewhere, maybe a flag on one of the poles, a cement base around it (look at ra2 con yard) and whatever you're gonna upgrade it with.

_________________
Please, read the signature rules of the forum.

Back to top
View user's profile Send private message
CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Wed Aug 22, 2007 11:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

VERY nice, i quite like it.... though, something between rounded and sharp will be the key.

Back to top
View user's profile Send private message
Gaffel
AA Infantry


Joined: 27 Mar 2006

PostPosted: Wed Aug 22, 2007 11:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Its nice. But the red ring is ugly. Its not even round

Back to top
View user's profile Send private message
BrianPrime
Shrapnel Sniper


Joined: 26 Jul 2007

PostPosted: Thu Aug 23, 2007 12:58 am    Post subject: Reply with quote  Mark this post and the followings unread

To be honest I'd remove the sloping. Make it all squared off, to fit in with the ugly 1970's architecture prevalent in Red Alert 2.

_________________


[quote="Bobingabout"]I've got more naruto porn than furry porn[/quote]

Back to top
View user's profile Send private message
Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Thu Aug 23, 2007 3:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Well that looks pretty nice..

You should make the dropship bay

_________________
The Fall of Hammerfest - Epic Tiberian chain story

Tiberian Odyssey mapping department. Discord
The Team Black Index

Back to top
View user's profile Send private message
Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Thu Aug 23, 2007 4:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Here is a version without the edges, though I think I might have overdone the brightness/contrast. I think I'll leave this for a little while now since I still don't think I've got the texturing right to match the other RA2 tech buildings (which is what this is intended to be). When I come back to it I might consider the redesign. I've also attached the blend file for anyone who wants to work on it further (its the rounded version, but just remove the subsurf modifier to flatten it). Anyhow its all part of the learning process for me, might have a go at making a voxel next and then an infantry. On the up side I've also figured out how to get an AA's image without it AAing to the background in blender now using key rendering and the compositor to change the alpha layer to one from a none AA render.



caplug.gif
 Description:
 Filesize:  8.36 KB
 Viewed:  11831 Time(s)

caplug.gif



caplug.zip
 Description:

Download
 Filename:  caplug.zip
 Filesize:  77.13 KB
 Downloaded:  252 Time(s)


Back to top
View user's profile Send private message
Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Tue Aug 28, 2007 3:45 pm    Post subject:   Reply with quote  Mark this post and the followings unread

I've redesigned the upgrade centre for RA2 now, opinions on work so far? I've kept the original design as a part of this and I think it works quite well.



caplug.png
 Description:
 Filesize:  22.54 KB
 Viewed:  11644 Time(s)

caplug.png



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


Joined: 16 May 2005

PostPosted: Tue Aug 28, 2007 3:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

the arm look a bit of side.

But rest are great.

_________________
Can you hide from me Wink?

Back to top
View user's profile Send private message Visit poster's website Skype Account
Kiith-Sa
Rocket Cyborg


Joined: 26 Oct 2004

PostPosted: Tue Aug 28, 2007 4:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice design. A bit minimalistic when you compare it to other RA2 buildings.
(Still, if you made a mod with all buildings this size, it would fit)
Reminds me of RA1.

_________________
Time will tell...
Sooner or later...
Time will tell...

Back to top
View user's profile Send private message
DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Tue Aug 28, 2007 4:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

any upgrade pods yet?

_________________
Please, read the signature rules of the forum.

Back to top
View user's profile Send private message
BrianPrime
Shrapnel Sniper


Joined: 26 Jul 2007

PostPosted: Tue Aug 28, 2007 6:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Blade wrote:
I've redesigned the upgrade centre for RA2 now, opinions on work so far? I've kept the original design as a part of this and I think it works quite well.


The textures are too smooth and shiny. UV unwrap it, and email that to me, and I'd be happy to skin it.

_________________


[quote="Bobingabout"]I've got more naruto porn than furry porn[/quote]

Back to top
View user's profile Send private message
Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Tue Aug 28, 2007 9:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Any tutorials on how to unwrap something well? I presume you'd need unwraps for each object?

McLovin, no, no upgrades for it yet, its not finished.

Kiith-sa, it is intentionally that size.

Back to top
View user's profile Send private message
Kiith-Sa
Rocket Cyborg


Joined: 26 Oct 2004

PostPosted: Tue Aug 28, 2007 10:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Unwrapping is, imo, the hardest thing in Blender. Anyway, look for "Mark Seam" in edit mode. Should be Ctrl+E or Shift+E or Alt+E.
After you made your seams, go to UV face select, select everything and finf "unwrap" somewhere.

However, I think there's a much better way:(There's no tutorial for this and I only barely remember, but you should find it)
One of the scripts (don't remember which one) unwraps your model into absolutely unreadable, but very space-saving net. Once you have this, make a "bake render" and you get a texture created for that UV map (or for any UV map you unwrap- usable as base for gimp/photoshop edited texture) from the procedural textures.
Of course, since this UV map is unreadable and your texture is all over the place, it's no worth editing in a 2D graphics editor and you have to do all the texturing in procedural.

Once you learn how to make good procedural textures and use this method, you save both unwrapping and texture drawing time.

Still, for the best texture, unwrap it, random generators can't do everything.

_________________
Time will tell...
Sooner or later...
Time will tell...

Back to top
View user's profile Send private message
Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Wed Aug 29, 2007 10:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

If I was just going to use procedural, why would I bake the texture?

BrianPrime... Which bits would you be looking at texturing? The buildings I assume and maybe the base (though I think the base is okay personally)? Just so I know what objects I'm unwrapping and what I can leave alone.

Back to top
View user's profile Send private message
BrianPrime
Shrapnel Sniper


Joined: 26 Jul 2007

PostPosted: Thu Aug 30, 2007 1:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Blade wrote:
If I was just going to use procedural, why would I bake the texture?

BrianPrime... Which bits would you be looking at texturing? The buildings I assume and maybe the base (though I think the base is okay personally)? Just so I know what objects I'm unwrapping and what I can leave alone.


Everything except the plugin nodes.

_________________


[quote="Bobingabout"]I've got more naruto porn than furry porn[/quote]

Back to top
View user's profile Send private message
Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Sat Sep 15, 2007 10:55 pm    Post subject:   Reply with quote  Mark this post and the followings unread

I played around some more with the design. I've added a techbuilding flag for completeness. Still no textures from BP though :p



caplug.png
 Description:
 Filesize:  7.69 KB
 Viewed:  10872 Time(s)

caplug.png



Back to top
View user's profile Send private message
m666
Cyborg Commando


Joined: 09 Apr 2005
Location: South Carolina

PostPosted: Sun Sep 16, 2007 3:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Wow. That looks VERY RA2ish.

Perhaps it's a tad bit smooth, but very well designed.

_________________


Back to top
View user's profile Send private message Skype Account Yahoo Messenger Account AIM Address
Kiith-Sa
Rocket Cyborg


Joined: 26 Oct 2004

PostPosted: Sun Sep 16, 2007 7:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Looks _very_ nice.
You could improve the windows (make them mesh instead of texture, and use yafray's raytracing with high antialiasing)

_________________
Time will tell...
Sooner or later...
Time will tell...

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [47 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: 0.2288s ][ Queries: 20 (0.0176s) ][ Debug on ]