Joined: 24 Sep 2009 Location: Originally from Philipines. Currently on NZ. Hacker Type: Game Hacker
Posted: Fri Nov 05, 2010 5:23 am Post subject:
Perhaps ingames?
My Op:
-They really need remapable colors.
-Needs more colors
-The tank looks very flat
-Needs a little detail (not too much because those tanks look TS-ish. _________________
They're actually using the Grey player color, Marvin.
The Stryker is fine with the colors, but the others looks a bit like those unused TS voxels (The classic ones),
especially when the remap color covers most of those tanks.
Try inverting the colours (Remap color to Grey and vice versa), widen the turrets a bit and add a few details and they might get better. _________________ QUICK_EDIT
straight teal? needs some color variation. The humvee looks ok. _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
When making a voxel use any colors, once finished change its color to normal then save it, then reopen and use the left part of the color panel for non-changeable colors and use the right side for changeable colors...I THINK? _________________
This image shows the colours not to use (I chose this image since it was the first one which came up on Google at a decent size).
It is slightly inaccurate. Some of the colours in the top left can be used, although most have unexpected normal errors.
Use a variety of colours. A solid block of one colour is OK if what you're trying to show is a solid block of something, but if the something has anything on it (be it doors, windows, seams, bolts, panels, crushers, etc), then you should give some indication that they're there.
Colour:
Don't just use a colour for a surface and a colour for the edge. It looks cartoony. Use this sharp transition only when trying to show that something sharply changes direction. The rest of the time, use less noticeably darker colours for edges since the normals will probably accentuate them when you're done.
Proportions:
Be careful with proportions. Voxels tend to look lower to the ground ingame than they do in VXLSE3, and you need to be aware of that.
In these voxels, they all seem to be badly stretched - the hummer is crazy long despite being very low to the ground. You can avoid this by using more careful proportions.
Detail:
Generally, the front of a tank is not simply a flat surface. Usually the tracks extend very slightly further than the rest of the chassis, or there is some kind of hatch/undercarriage arrangement. Using a flat surface looks weird, and jars the believability of the unit.
Remap:
Do not use one voxel wide sections of remap, unless you intend to hand normalise them all to look good. And even then, they generally don't. Only use very dark colours for one voxel wide things like aerials, because they'll show their normals less and you'll avoid them looking bad.
As with all other colours, remap looks best when it is not all one shade, and when it appears to have been integrated well into the rest of the voxel. Seemingly random patches of remap look odd, try to make them look like sensible parts of the voxel - fuel tanks, panels, hatches, or the like.
Do not try to make full remap vehicles unless you have a stomach for fine tuning them to a huge degree. They will nearly always look like eyesores ingame. You'll need to pull out every trick you know, and even then it usually isn't enough. QUICK_EDIT
The problem as I see it, these voxels fall into a strange category whereby a newbie would benefit from the shapes/normals being made for them, but would have to be advanced enough to be able to fix all the texturing and details. For a veteran most of these are going to be more work to fix than starting from scratch, and lack the distinctiveness/style of the author, meaning less interest in doing so at a lower level.
It's not a showcase, because they aren't finished, and they aren't exactly pretty to look at, nor can you say it's a foundation to build upon. So who is this for?
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