Posted: Thu Mar 11, 2010 8:58 pm Post subject:
CNC4 GDI Support Kodiak
Subject description: Awailable for download! (RA2YR)
Hello everybody!!! Today I have finished my work at this amazing unit.
I made a voxel and 2 cameos for it.
This unit is made as a single body. I didn't made turrets becouse they will not work properly on RA2YR engine.
As always I want to hear your oppinion and suggestions! =)
this is freaking awsome! the only thing i dont like is that you use ultra smooth normals .. so it looks very bright in some facings _________________ QUICK_EDIT
this is freaking awsome! the only thing i dont like is that you use ultra smooth normals .. so it looks very bright in some facings
I don't use normals, they are generated automaticaly by 3DS2vxl converter, I just found the best values. If you try to use auto normals, all voxel will be f*** up. This bright side occures becouse of big planar faces _________________ QUICK_EDIT
I don't know what you're talking about, It's not to bright at all. In fact any other normal's would ruin this awesome voxel, and indeed make it way too bright. (And as we all know RA2 voxel rendering is way too bright anyway)
Very nice... Could someone autonormal it with TS-range normals and post a TS ingame? Would be interesting to see, as well as to compare with the SHP Kodiak that is already ingame.
Excellent job, asvnix! _________________ Adapt or die QUICK_EDIT
The voxel is great, as far as the concept, EA obviously didn't get the info on the Kodiak. It is like a ship, its name is unique. Adding to that, the kodiak is a command & logistics transportation aircraft. Anyhow, regardless, the voxel is well made. QUICK_EDIT
there is a problem with normals on this voxel i think because you are not aware of how 3d programs generate normals. 3ds2vxl generates normals probably the same or at least similar to 3d programs like 3D Studio Max. in 3D Studio Max i recommend that you reduce the angle on the Auto Smooth, or clear all the smoothing, or fiddle around with tesselation or chamfering and meshsmoothing, or simply disable smoothing in 3ds2vxl. I think you will find that this gives you approximately the same result as ronco got when he improved the normals by hand. QUICK_EDIT
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