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620UND UNI78 (GROUND UNITS) [TS]
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206UE
Missile Trooper


Joined: 07 Jan 2010

PostPosted: Thu Nov 04, 2010 6:54 pm    Post subject:  620UND UNI78 (GROUND UNITS) [TS]
Subject description: GROUND UNITS
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Ground Units :

Commando Scout, FV-721, Humvee, JTEV, Light Strike Vehicle, M8 Greyhound, Panhard, Puma APC, V300, Wiesel, XM-1219, SPY Cars, Jetson One

AMX-10P, AMX-13, BMP, E-11 Urutu, FV-107, M2 Modified, M114 APC, M1100 Stryker, Ontos, Teledyne Expeditionary, VBTP Guarani, Hover

Chieftain, COMRES, M1A1, Marder 1A5, Merkava, Minotaur, Predator Tank, Rapid. Deployment. Force. Light. Tank.

Tomahawk Launcher, Artillery M1128, BM-27, BM-30, HEMTT



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620UND UNI78(GROUND UNITS) [6G].rar
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Last edited by 206UE on Today, at 4:09 pm; edited 59 times in total

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+=Marvin=+
Cyborg Soldier


Joined: 24 Sep 2009
Location: Originally from Philipines. Currently on NZ. Hacker Type: Game Hacker

PostPosted: Fri Nov 05, 2010 5:23 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Drogan
Vehicle Drone


Joined: 19 Apr 2010

PostPosted: Fri Nov 05, 2010 7:55 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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206UE
Missile Trooper


Joined: 07 Jan 2010

PostPosted: Fri Nov 05, 2010 3:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tank Treads Project.



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Last edited by 206UE on Sun Apr 21, 2024 7:41 am; edited 19 times in total

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Fri Nov 05, 2010 5:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hey how did you make that color? Is that all remap or what?

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206UE
Missile Trooper


Joined: 07 Jan 2010

PostPosted: Fri Nov 05, 2010 6:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

7h? c0L02 is 7??L, i jus7 2?pL?c?d pink (m?6?n7?). Y?s 7h?y'2? ?LL 2?m?p.



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Last edited by 206UE on Today, at 3:02 am; edited 15 times in total

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+=Marvin=+
Cyborg Soldier


Joined: 24 Sep 2009
Location: Originally from Philipines. Currently on NZ. Hacker Type: Game Hacker

PostPosted: Sun Nov 07, 2010 12:51 am    Post subject: Reply with quote  Mark this post and the followings unread

The first tank above looks cool, only needs a bit of detail e.g. Yellow head lights.

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206UE
Missile Trooper


Joined: 07 Jan 2010

PostPosted: Thu Dec 23, 2010 11:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Geometric synergy.



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Last edited by 206UE on Sun Apr 21, 2024 7:44 am; edited 22 times in total

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Fri Dec 24, 2010 2:03 am    Post subject: ts Reply with quote  Mark this post and the followings unread

straight teal? needs some color variation. The humvee looks ok.

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http://www.ppmsite.com/forum/viewtopic.php?t=27714

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206UE
Missile Trooper


Joined: 07 Jan 2010

PostPosted: Fri Feb 04, 2011 7:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

(Rolling around...)



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Last edited by 206UE on Sun Apr 21, 2024 7:44 am; edited 21 times in total

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gamefreak11221
Cyborg Soldier


Joined: 10 Jul 2009
Location: Philippines

PostPosted: Sun Apr 03, 2011 8:34 am    Post subject: Reply with quote  Mark this post and the followings unread

The color you used just makes my eyes dizzy!

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?

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sun Apr 03, 2011 9:27 am    Post subject: Reply with quote  Mark this post and the followings unread


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.

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