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Halo Warthog [TS]
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xXHunterKillerXx
Cyborg Soldier


Joined: 03 Jun 2010

PostPosted: Mon Jul 12, 2010 6:07 pm    Post subject:  Halo Warthog [TS] Reply with quote  Mark this post and the followings unread

I've had this sitting around for a while now, and I've decided to post it up here.

It's not very detailed, sort of blocky. I'm not very experienced in voxeling, so I couldn't do anything with textures.

Also, the lack of detail also comes from the size unit I'm working with. It's scaled to my infantry, which are 50% TS size. Keep this in mind if you use it, as it will look puny if your infantry are vanilla size.

Now for the screenshots, one from Voxel Viewer, the other is in-game.





I'm open to criticism, since I'm inexperienced. Any tips to make this more polished are appreciated.

Thank you, and enjoy.



Warthog.zip
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Jul 12, 2010 6:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, one must start somewhere. Download some good fan-made voxels (that are clearly better than the Westwood voxel models) and take example from them.

IIRC there's at least one Warthog voxel made before somewhere.

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carnage_xploade
Disk Thrower


Joined: 04 Jul 2009
Location: Romania

PostPosted: Mon Jul 12, 2010 6:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

i dont know dude, it looks like a small "splat". try to make it bigger. then will see. good luck

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xXHunterKillerXx
Cyborg Soldier


Joined: 03 Jun 2010

PostPosted: Mon Jul 12, 2010 6:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

carnage_xploade wrote:
i dont know dude, it looks like a small "splat". try to make it bigger. then will see. good luck


I realize the screenshot detail is horrible. But it's not that bad in-game.

I'd rather not sacrifice size for detail. I prefer all my units conform to a general scale.

Thanks for the advice though. I might update this soon with improvements.

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carnage_xploade
Disk Thrower


Joined: 04 Jul 2009
Location: Romania

PostPosted: Mon Jul 12, 2010 6:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

i meant just a little bit bigger because you cant distinguish anything.

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hotrods20
Commander


Joined: 27 Jul 2009

PostPosted: Mon Jul 12, 2010 8:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

It needs some work. Don't know if you did try but use a 3D modeling program like Blender and remake it. Note if you are using blender the side is front and the front is the right side. Well when you export to 3ds and use 3ds2vxl converter.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Jul 12, 2010 8:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Crimsonum wrote:
IIRC there's at least one Warthog voxel made before somewhere.


Tis here...

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xXHunterKillerXx
Cyborg Soldier


Joined: 03 Jun 2010

PostPosted: Mon Jul 12, 2010 11:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

carnage_xploade wrote:
i meant just a little bit bigger because you cant distinguish anything.


Like I said, I won't sacrifice size for detail. If there's one problem I've had with C&C, it's the scaling. Just god-awful sometimes. I could have scaled all the vehicles up larger to the original infantry size, but honestly, that's a lot of unnecessary work.

hotrods20 wrote:
It needs some work. Don't know if you did try but use a 3D modeling program like Blender and remake it. Note if you are using blender the side is front and the front is the right side. Well when you export to 3ds and use 3ds2vxl converter.


Thanks for the tip, but Blender was extremely glitchy when I installed it. Therefore, uninstalled.

@Mig Eater: That's pretty beautiful, mate. Very nice. But once again, for that level of detail, it would be much larger than my level of scaling requires. That's absolutely nothing wrong with it, just my preference.

I appreciate all of the advice, but unfortunately I can't do much else with this. (With my level of skill.)

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Tue Jul 13, 2010 1:54 am    Post subject: Reply with quote  Mark this post and the followings unread

1) Use normals
2) Proper scaling makes things shitty.
3) Use more than just one shade of grey, more than one shade of remap, etc. It'll add a lot.

What you should want to do is download some recently spotlighted, or just damn good, voxels and see what it is about them which makes them good. That'll help you to improve.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Jul 13, 2010 6:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
@Mig Eater: That's pretty beautiful, mate. Very nice. But once again, for that level of detail, it would be much larger than my level of scaling requires. That's absolutely nothing wrong with it, just my preference.

I appreciate all of the advice, but unfortunately I can't do much else with this. (With my level of skill.)


Even if you kept it this tiny, you could still improve it by
1. using more than one shade of each colour
2. adding normals

If you take a look at Mig's warthog voxel, you can see how he has done these both.

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xXHunterKillerXx
Cyborg Soldier


Joined: 03 Jun 2010

PostPosted: Tue Jul 13, 2010 6:28 am    Post subject: Reply with quote  Mark this post and the followings unread

I never fully understood how to use normals. I thought they had something to do with the way light shows on a voxel or something.. lol.

Someone please enlighten me?

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Tacyarts
Vehicle Drone


Joined: 30 May 2010

PostPosted: Tue Jul 13, 2010 9:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Hunter,

You can make the original voxel larger to get more detail, then use the voxel "bounds" to reduce the size of the unit inside TS. That way you can retain the ingame scale you wish to use and hopefully improve the detail level.

If you check some of the voxels I've created you'll see most are around RA2 size originally and I have included suggested bounds for TS for those wishing to use them.

Tac.

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xXHunterKillerXx
Cyborg Soldier


Joined: 03 Jun 2010

PostPosted: Tue Jul 13, 2010 5:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tacyarts wrote:
Hunter,

You can make the original voxel larger to get more detail, then use the voxel "bounds" to reduce the size of the unit inside TS. That way you can retain the ingame scale you wish to use and hopefully improve the detail level.

Tac.


That's very interesting. Thanks for the tip, Tacyarts. I'll be sure to try that out next time.

Just wondering, are there full tutorials for any of the voxeling tools around here? If there are, I seem to have missed them.

Edit: If there are none, I'm quite fine with learning on my own. It's what you've all done right?

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Tacyarts
Vehicle Drone


Joined: 30 May 2010

PostPosted: Wed Jul 14, 2010 11:53 am    Post subject: Reply with quote  Mark this post and the followings unread

xXHunterKillerXx wrote:

That's very interesting. Thanks for the tip, Tacyarts. I'll be sure to try that out next time.

Just wondering, are there full tutorials for any of the voxeling tools around here? If there are, I seem to have missed them.

Edit: If there are none, I'm quite fine with learning on my own. It's what you've all done right?


I didn't find anything that was very helpful so yes, I taught myself how to use VXLE III.
Everyone here has been really helpful with suggestions on how to improve my work and I'm sure they will do the same for you.
I guess there are still things I've yet to work out but they say good things take time Wink

If I can be of any help please feel free to PM me. Maybe we can help each other.

Tac.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Wed Jul 14, 2010 12:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

xXHunterKillerXx wrote:
I never fully understood how to use normals. I thought they had something to do with the way light shows on a voxel or something.. lol.

Someone please enlighten me?


Yep, each voxel has a normal value alongside the colour value. The normals determine how each voxel is illuminated. I have never used any tutorial myself, I began with using the auto-normal function and later learned how to paint each normal properly for TS voxel models. If you want I can send you a sketch of painting normals in a PM.

I did find a tutorial from the main page, however. Thought you might want to take a look at it.

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xXHunterKillerXx
Cyborg Soldier


Joined: 03 Jun 2010

PostPosted: Wed Jul 14, 2010 6:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Tacyarts: Thanks for the help, If you ever need help from me also, (lol right?) just PM.

@Crimsonum: Thank you, I've been looking everywhere for guides, etc. I'll play around with that sometime later.

Thanks again for the help and criticism everyone. I'll try and improve this soon, and I'll post an update if anyone's interested.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Wed Jul 14, 2010 8:38 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Wed Jul 14, 2010 8:51 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Wed Jul 14, 2010 8:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Would you be willing to share your findings?

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Wed Jul 14, 2010 9:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

No.

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J/k. Clever, huh?

Anyway, I'll post it up tomorrow.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Thu Jul 15, 2010 1:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Sneaky bastard, that got me good Crim.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Thu Jul 15, 2010 3:53 am    Post subject: Reply with quote  Mark this post and the followings unread

tis awesome #Tongue

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