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TF's voxel work
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[TiberianFuture]
Scrin Overlord


Joined: 30 Apr 2009
Location: The Mothership

PostPosted: Sun Apr 11, 2010 4:39 pm    Post subject:  TF's voxel work Reply with quote  Mark this post and the followings unread

I made this thread to show voxels I have made, to get opinions on how they look, what to improve etc, so constructive criticism is welcome Smile

I'll probably add more voxels later but lets' start with these:



GDI voxels.png
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GDI voxels.png



GDI voxels ingame.png
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GDI voxels ingame.png



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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Apr 11, 2010 6:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

They look like good little voxels. The normals are wrong on the harvester cargo pod, though, and the harmonizer dish doesn't look too good ingame.

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Harv
Cyborg Firebomber


Joined: 09 Oct 2006
Location: -My own Imagination-

PostPosted: Sun Apr 11, 2010 8:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

color variations around the edge will make the turret and body easier to tell apart.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Apr 12, 2010 7:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

The shape is good. Only the texture is a bit simple. You should add different shades of gold to give certain parts more contrast as Harv said, but also to add artificial shadows.

In addition you could add some anti-aliasing around parts with a very different texture, so they don't look pixelated ingame.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Mon Apr 12, 2010 10:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bravo! Those are fairly good voxels Smile
As LKO has said, textures are a bit simple, and some anti-aliasing would work a treat, but I really like these voxels.

In future I'd use grey rather than the allied blue-grey on GDI voxels. Blue-grey doesn't look bad, but it could be better.

(Oh, and cubed normals are nice, if you are then happy to hand smooth them in places) (Ctrl+i / Ctrl+j, iirc)

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[TiberianFuture]
Scrin Overlord


Joined: 30 Apr 2009
Location: The Mothership

PostPosted: Thu Apr 15, 2010 7:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the comments everyone, I'll do my best to improve the voxels.
You can expect to see the results tomorrow Wink

EDIT:
Here they are; how you like them now?
The GDI logos are pixelated but I can't make them show up better, and apc doesn't have the updated turret in the sshot because
I forgot to add the updated one to the mix file.



GDI voxels ingame 2.png
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GDI voxels ingame 2.png



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[TiberianFuture]
Scrin Overlord


Joined: 30 Apr 2009
Location: The Mothership

PostPosted: Sun Apr 18, 2010 2:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sorry for double post but no one apparently noticed when I edited the old post...
I have these Nod voxels done, what you think about them?
I'll probably redo the flame tank as I don't like the way it looks, but opinions are wanted about the rest of them.



Nod voxels.png
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Nod voxels.png



Nod voxels ingame.png
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Nod voxels ingame.png



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Harv
Cyborg Firebomber


Joined: 09 Oct 2006
Location: -My own Imagination-

PostPosted: Sun Apr 18, 2010 5:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

love the buggy, flame tank and sub APC need a bit more texture but good job Smile

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Apr 18, 2010 5:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

The normals on the gdi harv seem to be wrong as it looks like the light comes from southeast instead of southwest.
The other GDI units look really good now.

The stealthtank is imo too flat. It needs more substance.

The vertigo bomber could get a more contrastful texture. It looks like a grey blob. Maybe less different shades of grey for the main texture (the color range is too big), but more distinct different parts using noticable different shades of grey (to show engines, vents, wing parts etc).

The shape of the flametank is ok, but the voxel bounds could be changed to make the whole unit 10-20% smaller, so it fits better to the other units. The texture could be improved too. Especially on the fuel tanks you should add some different colored details to hide the low resolution of the normals with which you can't create perfect round looking shapes.

The subapc could be bigger.

The rest of the Nod units look very good. However not outstanding, but don't ask me what you could still do to improve them any further.

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Cantdrawbutmod
Rocket Cyborg


Joined: 19 Oct 2009

PostPosted: Mon Apr 19, 2010 9:19 am    Post subject: Reply with quote  Mark this post and the followings unread

I think the flame tank should be smaller.The fuel tanks could be more white,but maybe i'm just saying that remembering TD flame tank.
I don't like c&c3 stealth tank design,but if you want to keep it,it's well done.
For the sub APC (and other units too),you should either make the inside of nod logo more visible or remove the whole logo,because if you only see the outside,it may feel like a recycling or road sign,or just a weird triangle.
The repair drone looks really good.

For the rest,it's hard for me to find the right words or advices,so I will let it to others people.
Good job,and good luck for what will come next.

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Dubzac
Commander


Joined: 21 May 2004
Location: New Zealand

PostPosted: Tue Apr 20, 2010 2:32 am    Post subject: Reply with quote  Mark this post and the followings unread

i whould only say one thing you need the cockpits to stand out more

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