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some of my work in 3dsmax
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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Tue Nov 10, 2009 2:17 pm    Post subject:  some of my work in 3dsmax Reply with quote  Mark this post and the followings unread

ive made these buildings in 3ds max but i have a problem.... i cant find good textures
and ofcourse i need suggestions in improving them



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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Tue Nov 10, 2009 2:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

your render is much too blurry.

cgtextures.com

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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Tue Nov 10, 2009 2:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

i'll post another render with different view angle and no antialiasing soon
but apart from the blurryness... any suggestions or sumthing??

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Tue Nov 10, 2009 4:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

looks pretty low-poly :\

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superluigi949
Grenadier


Joined: 03 Oct 2009

PostPosted: Tue Nov 10, 2009 4:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

adding small side stuff is one thing i know,such as barrels,trash cans,boxes etc...,your buildings are sci-fi right?,add some bulb or something like that and some light's that flash would be nice.

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Tue Nov 10, 2009 4:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not bad, look like TS buildings. Make renders more crisp and your on your way to making some nice structures.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Nov 10, 2009 4:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Legion buildings? Is that name from a mod or something?

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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Tue Nov 10, 2009 5:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

im creating a mod for yr and this side is going to be called legion
the bright red area is going to lights running up n down



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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Tue Nov 10, 2009 8:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's certainly not...too good.

They don't have enough detail,they look INCREDIBLY undetailed.

The textures are incredibly bland.They are the same.

Just try making buildings with A LOT MORE stuff in it.

Or,try using all these stuff,put them together(Not all of them!),add more detail and you could try getting something...decent,for your level I guess.

BTW,what version of max do you have?

Also,as daTS mentioned:cgtextures.Google it.

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L()KI
Tiberian Beast


Joined: 04 Mar 2006
Location: Skylab

PostPosted: Tue Nov 10, 2009 11:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

I just want to say... GO Pakistan!!! I am not a Pakie, but everyone says I look like one, so hey.

Nice models, need more detail though, perhaps make the grey darker also?

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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Wed Nov 11, 2009 6:40 am    Post subject: Reply with quote  Mark this post and the followings unread

im using 3ds max 2010

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Wed Nov 11, 2009 7:01 am    Post subject: Reply with quote  Mark this post and the followings unread

I could have SWORN you left, Defailment. :V

They look pretty good to me. They could use better textures, though. Perhaps screens with textures from DaTS' link?

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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Wed Nov 11, 2009 11:31 am    Post subject: Reply with quote  Mark this post and the followings unread

wats defailment??
da ui of 3ds max 2010 is very different from 3ds max 9 so its kinda confusing

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Nov 11, 2009 12:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

L()KI wrote:
I just want to say... GO Pakistan!!!

WTF o.0

Anyway The models are ok but they're very repetitive, you used the same basic shapes for all of them.

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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Wed Nov 11, 2009 1:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

i also hav the build animations but im currently figuring out how to create a .gif image Embarassed

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superluigi949
Grenadier


Joined: 03 Oct 2009

PostPosted: Wed Nov 11, 2009 2:31 pm    Post subject: Reply with quote  Mark this post and the followings unread


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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Wed Nov 11, 2009 6:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

i think those scripts are for exporting 3d models as voxels..... not .gif images

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Wed Nov 11, 2009 6:44 pm    Post subject: Reply with quote  Mark this post and the followings unread


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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Fri Nov 13, 2009 12:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

i re-did da buildings..... well only 2 of dem yet but i think da new ones r better..
wat do u guys say?



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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Fri Nov 13, 2009 3:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

made a refinery



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superluigi949
Grenadier


Joined: 03 Oct 2009

PostPosted: Fri Nov 13, 2009 4:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

how did you make the ore in the refinery O.o ?.

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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Fri Nov 13, 2009 5:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

the noise modifier

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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Fri Nov 13, 2009 6:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

I kinda like that style, it looks like something from old games like dune.



Or any other old strategy game.

I see you are a fast learner.

Next time you make buildings try to consider the possible things that may be inside of them, like rooms, giant bays, or generators. Also, when you make buildings try to think about the outside walls, why are shaped like that and what material are they made of.

You made a good decision making all your buildings almost same shape(and from simular parts), they feel that they are from one team that way.

When you made a building, put it to isometric view and only then render it and look how it looks. It is more important how it looks ingame, then the model itself.

Good luck, like to see some models done, later.



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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Fri Nov 13, 2009 7:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

thanks vefbl4 i'll keep that in mind


ive made a radar and meteor relay station but the meteor relay kinda sucks rite now



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superluigi949
Grenadier


Joined: 03 Oct 2009

PostPosted: Sat Nov 14, 2009 6:53 am    Post subject: Reply with quote  Mark this post and the followings unread

i see the future of PPM is good,we need to prepare for the worst,we need more like you dude.

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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Sat Nov 14, 2009 8:25 am    Post subject: Reply with quote  Mark this post and the followings unread

thanks superluigi949

well here comes the barracks.... and the view is isometric



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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Sat Nov 14, 2009 12:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

heres a repair depot and battle lab



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superluigi949
Grenadier


Joined: 03 Oct 2009

PostPosted: Sat Nov 14, 2009 5:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

one thing:too much red means too much remap,try something new,but what?.....depend's on your creativity level.

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Shakar
Cyborg Cannon


Joined: 04 Jan 2008
Location: Places

PostPosted: Sat Nov 14, 2009 5:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Red is not only remap >_> A structure can actually be red for it's theme while the actual remap may be blue...

Also, as for the topic, the buildings are looking better, keep it up ^.^

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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Sat Nov 14, 2009 5:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Still they look very primitive and repeative, keep trying.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sat Nov 14, 2009 6:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

crevio wrote:
Not bad, look like TS buildings.
Yeah right.

I agree with secret here...

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Sat Nov 14, 2009 8:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

vefbl4 wrote:
Still they look very primitive and repeative, keep trying.

This.

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Sat Nov 14, 2009 8:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

OmegaBolt wrote
crevio wrote:
Not bad, look like TS buildings.
Yeah right.

I meant they look like they would fit in better with TS atmosphere.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Nov 14, 2009 9:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lol, red CABAL faces everywhere haha xD

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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Fri Apr 09, 2010 3:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

my hard disk got fried and i lost all my work Sad so i had to start all over again
well for now ive made a refinery (kind of) and i want your suggestions .... it still needs alot of work but i cant figure it out
PS: the textures are just placeholders



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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Fri Apr 09, 2010 5:13 pm    Post subject: Reply with quote  Mark this post and the followings unread


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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Sat Apr 10, 2010 12:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

there wasnt any room to increase the width so i increased the length instead and ive also added some barrels n boxes and a forklift



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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Apr 10, 2010 12:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, you've learned from your last attempts, I can see that. The refinery looks good too, but why remove the other big pipe? Keep it, but maybe shorten it.

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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Sat Apr 10, 2010 2:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well yeah. Still its hard to see its a building. It's too abstract and has no real shape.

I could define it as giant chocolate or something.

I could not see any relation between those tiny doors and anything else. I made a small tech building, to compare them.



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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Sat Apr 10, 2010 3:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

i'll get right to it vefbl4
before reading your post i had made some small changes....



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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Sat Apr 10, 2010 7:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

hows it now??



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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Sat Apr 10, 2010 8:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

it's better, but still needs lots of work buddy.

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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Sat Apr 10, 2010 9:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

this is the best i could do... dont know what else i can add



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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Apr 10, 2010 9:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

The building & storage drums are very plane & could do with more detailing/variation.

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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Sat Apr 10, 2010 10:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

i thought the silos are supposed to be smooth (plain) and as for the building, i tried to put a window on the plain side but it didnt look good
most of the uglyness is due to the texture
for now ive just added a spotlight



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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Apr 10, 2010 10:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

You could add a thin edge using a lighter texture around the top & bottom of the silos, maybe put a grill (like the walkway) on the top as well.

I can think of loads of combinations of pipes, vents, windows & frames you could add to the main building too :/

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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Sat Apr 10, 2010 10:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

ok ill do it in the morning as its 3:00 AM over here

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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Sun Apr 11, 2010 12:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

i guess thats about it..... time to move onto the next building #Tongue



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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Apr 11, 2010 1:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

It definitly looks much better now.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Apr 11, 2010 6:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, that ladder thing next to the silos is rather useless, it doesn't even reach the top of the silos so it serves no purpose.

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