Joined: 23 Jun 2006 Location: 3rd Rock from the Tiberian Sun
Posted: Fri Sep 21, 2007 6:25 am Post subject:
Hover Tank WIP
Edit: Been busy with work, family, and playing Bioshock, but I finally started fooling with this tank again. Pretty much redesigned everything but the "pontoons". While I've tried, I am not and never will be a "texture artist". While I can "copy & paste" detail and even make some crude graphics of my own, I don't have the talent to achieve the realistic look that can make or break a model.
Anyway, while it's still a WIP, here's what I have so far. Also, if you can't tell already, it's now a fixed gun tank.
Cheers,
Rebelmoon
Hover Tank.png
Description:
New Version
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509.96 KB
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20086 Time(s)
Hover Tank 2.png
Description:
New Version
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320.57 KB
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Hover Tank 3.png
Description:
New Version
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639.89 KB
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HoverTank1.png
Description:
Old Version
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444.38 KB
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20725 Time(s)
Last edited by Rebelmoon on Sat Oct 13, 2007 6:46 am; edited 9 times in total QUICK_EDIT
I like the look of it, espesialy its TSness. But id have to say that the windows may need alittle work. The front one should look more sloped and the back one should be placed inbetween the two barrels. The turret has a resembelance to a chinese overlord out of generals. Apart from these good work. QUICK_EDIT
Joined: 23 Jun 2006 Location: 3rd Rock from the Tiberian Sun
Posted: Fri Sep 21, 2007 6:40 pm Post subject:
Dregan wrote:
The turret has a resembelance to a chinese overlord out of generals. Apart from these good work.
I believe you hit on what has been bothering me about it. I had the impression it was something about the turret, but I was thinking of some kind of 2 armed robot sitting on top. lol
It's been so long since I played Generals, I forgot about the Overlord turret. Definatley don't want that, never cared for that tank personally.
Here's another turret for it. Not sure if it will still be a Sonic Tank tho.
That is a definite improvement, Id say this would be ideal as an alturnative predator armed with a railgun. Good job and i can wait to see more of your work. QUICK_EDIT
Joined: 23 Jun 2006 Location: 3rd Rock from the Tiberian Sun
Posted: Sun Sep 23, 2007 5:42 am Post subject:
Ok, I deleted my ingame question post, I figured it out. It was the house color textures. I wasn't planning on using a HC, but needed one for the shaders. The ones I made were screwing it up, so i have to make some new ones.
The EU = as in the sample mod refers to everything that has an EU in the first place before anythingelse and that includes the textures, the xml's and every hoopla's refering to that particular "unit"............. Thus it is therefore CLEAR in the first place that the compilation process takes everything relating to that TWO (2) lttle words = naming convention.....
The SDK compilation process uses the default things when nothing else overrides it.....
thats my present obsevtion at present.... Add yours... QUICK_EDIT
And the reason why no "serious Mods" are in circulation?
No one has beaten the question of how to override the SP (Single Player/Campaign Maps) defualt units that persistently stays ingame no matter how you "MOD" everything refering to any "Air units in-game"............ QUICK_EDIT
There's no "serious mods" in circulation because the SDK has been out about a month (I think we're still a few days short of a month).
It actually takes time to make a proper mod. _________________ QUICK_EDIT
So you've overidden the default SP Units? by way of a mod? why the secrecy about it? i've already come up with a radical solution using the community tools, but noting the imperfections i dont want to give it a final go and give the hint at present. i just want it put in when everything else comes to a green go (no more imperfections)... then you shall see the purpose of the thread... helping each other out? QUICK_EDIT
Joined: 23 Jun 2006 Location: 3rd Rock from the Tiberian Sun
Posted: Sun Sep 23, 2007 5:27 pm Post subject:
Quote:
Not sure about the round turret on the very square hull though.
I know, I was trying to compensate some by the raised square panels all over the turret. I might look at working on a new turret or reworking the body some.
Quote:
however I feel turret is not tall enough so needs some more imho but beats EA's one by miles.
Well, it's not a manned turret. It's remote controlled from the cockpit. The turret houses the workings of the sonic emitter. The black "viewport" windows are actually HC spots, the texture just needs work.
Quote:
Of course i'll say it needs better texturing, it looks a bit big but other than that its great
The size is about the same as the Predator, it might look big because I'm zoomed in and there are no other references.
Still needs work though and I'll be going out of town for most of the week so I won't get to try anything else until I get back.
Joined: 02 Sep 2007 Location: My avatar pretty much gives it away...
Posted: Sun Sep 23, 2007 6:00 pm Post subject:
Good model, but as Renegangsta pointed out, it looks a bit big.
The reason for this is the relatively small size of the turret and the cockpit (or whatever you want to call it) compared to the rest of the model.
Just a tip: I see you have extruded many faces to increase the detail, but a good normal map could give the same effect while keeping the vertex count down... But then again it can be pretty hard to make a really good normal map QUICK_EDIT
Brilliant design. I too loved the TS style hover chassis, and you've done a brilliant adaptation of it here, well done.
I agree that the turret seems a little off still, but brilliant work none-the-less. _________________ If there is a problem on the forums, PM me. QUICK_EDIT
Joined: 23 Jun 2006 Location: 3rd Rock from the Tiberian Sun
Posted: Sun Sep 23, 2007 7:08 pm Post subject:
Chronosheep wrote:
Just a tip: I see you have extruded many faces to increase the detail, but a good normal map could give the same effect while keeping the vertex count down... But then again it can be pretty hard to make a really good normal map
As I learned in modding EaW, simulated detail has it's uses but I prefer actual detail when it's possible. Plus the more time & detail you put in your models, the better you will get at modeling.
Besides, CnC3's updated Sage engine can handle 2-3 times the polies that Generals did. So why not use that abiltiy. The Predator & Juggernaught run around 3500 each. Compare that to a "limit" of 1000 polies for usermade Generals units. And that was pushing the limit for good gameplay without massive lagging. 800 or below was the best to aim for.
I'm honestly stumped on the turret. My idea was a small unmanned sonic gun on top. I'll play around with other looks when I get back, but to be honest, I'm still liking this look.
IMHO the cockpit should have a rear that is flush with the chassis or angles back down to the chassis similar to the red or green line. It doesn't look right to have it sticking up like that.
Brilliant work. May I suggest that you change the turret so it can rotate? It seems it would hit the cockpit if it would rotate now. _________________ QUICK_EDIT
I like the direction you're going with this, RebelMoon.
I also like the lack of a turret, as it helps prevent it being too much of an overkill unit (hover, sonic and a turret.. that'd be painful)
The cockpit reminds me of that from the Star Wars Air/Snowspeeder.
Perhaps make the cockpit a little bit narrower, and the rear side + rear windows having more armour than windows (perhaps just slit windows?).
Also, the sonic gun is a pretty hefty weapon, I think it'd be nicer if we saw more structure to it, like either a generator on the base of the cannon, or next to it. Just something to show this is a powerful weapon.
And out of personal preference, I miss the ol' TS style sonic weaponry, but your version here works very well with the TW styling.
Brilliant as always. _________________ If there is a problem on the forums, PM me. QUICK_EDIT
Joined: 23 Jun 2006 Location: 3rd Rock from the Tiberian Sun
Posted: Sun Oct 14, 2007 2:54 am Post subject:
Thanks Guys.
@ Muldrake. Here's a unfinished "generator" of sorts mounted behind the cockpit. The rear tanks behind the gun started out as some kind of cryo storage to help cool the heat generated by the sound wave amplifier/focuser. Of course you wouldn't want them exposed like that so I nixed that idea. Still tho, I liked the looks so I'm trying them out as an exhaust system. lol. The generator might be enlarged to take up more of the rear deck space, not sure, have to see how it looks.
I am going to do away with the rear windows, can't see out of them with the generator anyway, but I don't think I'll narrow the cockpit. If I do that it will probably make the whole tank bigger than I'm aiming for. I'll play around with it and see.
Unfortunately all this detail has boosted my poly count up past what the game can handle easily. The pipes, cylinders, & conduits are what hit it the hardest. They'll have to be replaced with less complex pieces for that.
Looks good, but all I was after really, was just a bigger structure for the turret, or a bit next to the turret, as there really is very little there, which doesn't quite suit it
Something like that small generator that you've got right behind the cockpit, that but bigger, I think would look great. _________________ If there is a problem on the forums, PM me. QUICK_EDIT
Yeah, just the texture needs some more work, something to help it fit ingame more. _________________ If there is a problem on the forums, PM me. QUICK_EDIT
Don't make a habit out of beveling every freakin' poly on your model to make it look more detailed, it wastes polys and makes the UVW map a living hell hole. Plus, you can't even notice it ingame and it just killed your model. I hope you saved before you did that so you can actually save the model. I wonder how much of that geometry is done wrong...
Try a normal map, kthx.
Redo the model and do it right and it should be only around 350 polys. QUICK_EDIT
Joined: 23 Jun 2006 Location: 3rd Rock from the Tiberian Sun
Posted: Wed Oct 17, 2007 6:57 pm Post subject:
Nerd wrote:
Don't make a habit out of beveling every freakin' poly on your model to make it look more detailed, it wastes polys and makes the UVW map a living hell hole. Plus, you can't even notice it ingame and it just killed your model. I hope you saved before you did that so you can actually save the model. I wonder how much of that geometry is done wrong...
Try a normal map, kthx.
Redo the model and do it right and it should be only around 350 polys.
I tell you what, YOU make this model at 350 polies and post it here.
Joined: 23 Jun 2006 Location: 3rd Rock from the Tiberian Sun
Posted: Wed Oct 17, 2007 7:58 pm Post subject:
Figures. I thought I recognized that model. It looks like the same one you were showing off before. No originality in your make up, eh?
Let me let you in on a little secret. Not every model someone makes is aimed at a low poly game unit. I chose to make it higher poly. My rig can handle it and I also have other modeling forums that I post stuff at, that want detail, not bump maps. So please don't try to come here and act like you are something special. You're not.
And a friendly word of advice. If you try the same crap here you do everywhere else, your pre-teen butt will be banned so quick it will truly be funny.
And a friendly word of advice. If you try the same crap here you do everywhere else, your pre-teen butt will be banned so quick it will truly be funny.
Seconded. _________________ If there is a problem on the forums, PM me. QUICK_EDIT
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