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GDI Predator [TS]
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Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Wed Oct 17, 2007 11:38 am    Post subject:  GDI Predator [TS]
Subject description: Yes, the TW predator
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Its a predator tank from Tiberium Wars
Two schemes, the TW scheme and a TS GDI scheme.



Predatorscrn.PNG
 Description:
Ingame
 Filesize:  29.66 KB
 Viewed:  5827 Time(s)

Predatorscrn.PNG



PredatorTS.PNG
 Description:
TS scheme
 Filesize:  12.86 KB
 Viewed:  5827 Time(s)

PredatorTS.PNG



Predator.PNG
 Description:
TW scheme
 Filesize:  7.3 KB
 Viewed:  5827 Time(s)

Predator.PNG



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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Wed Oct 17, 2007 11:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Way too much black Shocked

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Wed Oct 17, 2007 12:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

As Rico said, a bit of over use on the black.
Also the voxel needs to be bigger, with some more detail.

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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Wed Oct 17, 2007 1:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you can fix the above problems it should be a good vxl in the end Smile

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Wed Oct 17, 2007 3:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

In order to fix both those it will have to be completely remade, The black fixing is an easy step to fix, but the resize and detail is imposible to do with out a remake. I could show some examples of mine but at the moment there highly undisclosable. The best person to study is either RLY_BiG_tank or sane disruptions works and base your work of them.

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Denmon
General


Joined: 12 Jun 2004
Location: /S/weden

PostPosted: Fri Oct 19, 2007 11:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

i think you missed out on this whole normals part that banshees so proud of...

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Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Sat Oct 20, 2007 12:54 am    Post subject: Reply with quote  Mark this post and the followings unread

...



Size comparison.PNG
 Description:
Now the size is in comparison with the tick tank
 Filesize:  4.22 KB
 Viewed:  5657 Time(s)

Size comparison.PNG



Pred2.PNG
 Description:
Less Black (The normals on the side are strange this is fixed in the download)
 Filesize:  11.03 KB
 Viewed:  5657 Time(s)

Pred2.PNG



Predator.zip
 Description:
And the download.

Download
 Filename:  Predator.zip
 Filesize:  18.02 KB
 Downloaded:  224 Time(s)


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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Sat Oct 20, 2007 1:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Some texture on the tracks would help define them more, also a bit of a darkened outline at the base of the turret usually helps in those circumstances.
And I would highly suggest using a different colour to black for the barrel, as it, combined with the tank tracks, makes the entire thing hard to work out. Try a light grey, with maybe some dark grey/black bands around it.

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Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Sat Oct 20, 2007 11:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the advice Muldrake.

I initially had a darker outline for the base and it just seemed to gice it a disconnected wooden block look. otherwise, i have done what you suggested.



Pred3.PNG
 Description:
 Filesize:  11.79 KB
 Viewed:  5622 Time(s)

Pred3.PNG



Predator.zip
 Description:

Download
 Filename:  Predator.zip
 Filesize:  18.67 KB
 Downloaded:  256 Time(s)


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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Sat Oct 20, 2007 12:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Its progressing well, but the problem with adding details is that, for them to really show in TS, you have to make the colours more different than you usually would.

Basically, the difference in colour with your tank tracks is quite small, I can barely see them in your preview shot, so I doubt you'd notice it ingame. And thats where it'll count, surely Wink

So with detail, try and improve the contrast a bit. Also, you've still got the big black barrel. In TW, most of the barrel (well, in the non-railgun state) is not actually black. Perhaps a dark brown could work?
Also, the black at the front of the turret, again doesn't work so well, I feel.

You are progressing nicely though, and its a nice model. Keep up the good work Wink.

And with regards to size, although yes your voxel is about the size of the tick tank, its usually nicer and easier to get the right shape and detail for a unit done, when its a little bit bigger in voxel count, but just scaled down with the voxel header bounds.

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Denmon
General


Joined: 12 Jun 2004
Location: /S/weden

PostPosted: Sat Oct 20, 2007 2:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Now your getting it! Good job! Though I think that you should double it in size and then trim down on the boxiness that comes from doing so, then, finally, trim its size in HVA editor.

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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Sat Oct 20, 2007 2:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

here's a tip when making TS tanks... make the body at least 45 voxels long. and that's just for the light tanks Smile .

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Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Tue Oct 23, 2007 11:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

right, there's clearly a feature of the hva builder that i don't understand, so how do i do this scaling down?

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Denmon
General


Joined: 12 Jun 2004
Location: /S/weden

PostPosted: Wed Oct 24, 2007 7:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tools > Managers > Voxel bounds

And then just change the Size In Game properties.

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