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Nuke Silo
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BrianPrime
Shrapnel Sniper


Joined: 26 Jul 2007

PostPosted: Sun Mar 02, 2008 8:25 pm    Post subject:  Nuke Silo Reply with quote  Mark this post and the followings unread

I redid it completely. How's it looking so far?

I'm pretty happy, myself.



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m666
Cyborg Commando


Joined: 09 Apr 2005
Location: South Carolina

PostPosted: Mon Mar 03, 2008 12:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Looks very nice, Prime. Better than the first.

Good job.

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Chronosheep
Soldier


Joined: 02 Sep 2007
Location: My avatar pretty much gives it away...

PostPosted: Mon Mar 03, 2008 1:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Looks really good Wink

I may not be the right person to evaluate shps, but if you want suggestions for improvement, there are some small things I'd like to point out:
- In the buildup animation, the silo has a rather big colour change from one frame to the next (before the snow comes in). It would look better if it happened gradually.
- The opening and closing animation would look better if the "doors" accelerated a bit, rather than moving at constant speed, but I guess this could be hard to achieve without a larger amount of frames.
- When the silo closes in the open/close animations, the brown "thingie" (that folds down in front of the missile) disappears one frame before the doors are completely closed.

Anyway, very nice work.

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BrianPrime
Shrapnel Sniper


Joined: 26 Jul 2007

PostPosted: Mon Mar 03, 2008 3:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Chronosheep wrote:
Looks really good Wink

I may not be the right person to evaluate shps, but if you want suggestions for improvement, there are some small things I'd like to point out:
- In the buildup animation, the silo has a rather big colour change from one frame to the next (before the snow comes in). It would look better if it happened gradually.
- The opening and closing animation would look better if the "doors" accelerated a bit, rather than moving at constant speed, but I guess this could be hard to achieve without a larger amount of frames.
- When the silo closes in the open/close animations, the brown "thingie" (that folds down in front of the missile) disappears one frame before the doors are completely closed.

Anyway, very nice work.


Thanks, I'll be sure to fix that! Smile

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Mon Mar 03, 2008 7:16 am    Post subject: Reply with quote  Mark this post and the followings unread

also another thing would be that at the second animation it should move a bit slower like the one is allready in use.

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Blueguard
Cyborg Specialist


Joined: 22 Aug 2007

PostPosted: Mon Mar 03, 2008 6:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

The hammer&sickle comes like "BOOM!"

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Mar 03, 2008 7:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

I may have already pointed this out, but the biggest issue with that model was that when the missile is launched, it would be visible from behind the structure.

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Apex
General


Joined: 24 Dec 2005
Location: Final Alert 2

PostPosted: Mon Mar 03, 2008 7:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

The plank(brown thingie) changes to gray on the 1st frame of the closing animation but changes back to brown form the rest.

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BrianPrime
Shrapnel Sniper


Joined: 26 Jul 2007

PostPosted: Mon Mar 03, 2008 8:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Apex wrote:
The plank(brown thingie) changes to gray on the 1st frame of the closing animation but changes back to brown form the rest.


The top is metal, the bottom is wood. Wink

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Apex
General


Joined: 24 Dec 2005
Location: Final Alert 2

PostPosted: Tue Mar 04, 2008 1:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

The top of it is only steel in one frame.

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Anderwin
General


Joined: 16 May 2005

PostPosted: Tue Mar 04, 2008 2:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

@picture: Funny, jumping nuke missile =D.

Anyways, is look great.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Mar 04, 2008 4:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Apart from the glitches mentioned, I like it Smile Good job!

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