Posted: Sat Feb 19, 2011 9:09 am Post subject:
Tesla Reactor
Subject description: Image heavy!
Brickwork series 2 of 4
Based on 4StarGeneral's public Tesla Reactor model.
Please bear in mind:
1. 3D Max does not display the spheres 'reflection' map.
2. The electrical discharge FX will be done at a much later date ( this is merely a '1st pass' through a few assets), so some allowance has to be made for additional, potentially cool supporting FX!
RA2_NoPWR.jpg
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RA2 Tesla reactor with no FX!
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Max.jpg
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3D Max screen cap, with C&C3 shaders.
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Tesla_Reactor.jpg
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I guess its off...
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Tesla_Reactor.gif
Description:
4 stage GIF showing Tesla Reactor in-game with different lighting.
Please bear in mind:
2. The electrical discharge FX will be done at a much later date ( this is merely a '1st pass' through a few assets), so some allowance has to be made for additional, potentially cool supporting FX!
HONK! _________________ MIdAS - Turning wages into beer since 2002 QUICK_EDIT
Very nice! I see only one problem, and that is the pit below the orb. It appears floating above the ground. Though I'm not sure, I also think it should be deeper. _________________ QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Sat Feb 19, 2011 12:59 pm Post subject:
Crimsonum wrote:
Very nice! I see only one problem, and that is the pit below the orb. It appears floating above the ground. Though I'm not sure, I also think it should be deeper.
Noticed it as well, but it can't be fixed: if it is lowered to the position it should be, the ground will come clipping trough unfortunately. QUICK_EDIT
Thanks for the comments.
Most of the focus will be on the electrical FX once they are done.
Has for it being mirrored, I disagree. It's the back of a building, sometimes the backs of buildings just aren't interesting.
A vent would of been nice, but the back walls is sharing the same texture space has the front.
And I forgot to sharpen the texture. _________________ QUICK_EDIT
IMO it should be mirrored so the back isn't completely flat.
It does seem silly to be flat in the back, but I also find the side pipes to be stupid the way they stick out as well, but that's westwood for you.
To fix the bottom, I'd suggest rendering the bottom itself, erasing it, creating a plane and using the previous render as the texture. The easiest way to look good I guess.
Also, you can edit the model to your heart's content you know ;P _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
In terms of being like the original, it's missing quite a bit. That being said, the cylinder detail being added to the front and rear pipes could be a good thing.
The large upper side pipes do not have this detail in RA2. QUICK_EDIT
Well the backs of buildings aren't boring because in reality there are no "backs"... IMO it's only flat because YR is a 2D game, whereas now in C&C3 we can rotate the camera and spot the flaws. The side pipes could be used as exhausts.
Anyway the texture work is pretty solid, so well done. QUICK_EDIT
Well the backs of buildings aren't boring because in reality there are no "backs"... IMO it's only flat because YR is a 2D game, whereas now in C&C3 we can rotate the camera and spot the flaws. The side pipes could be used as exhausts.
Anyway the texture work is pretty solid, so well done.
Definitely agree with using the side pipes has exhausts.
I'm planning on adding a vent at the lower rear end of the both brick walls.
Presumably it will be the 'entrance' vent, to partner the the top exit vents. QUICK_EDIT
I think the bottom thing would look better if you used the shape of the one on the left, instead of the one on the right (which is what you are doing now).
forthebottom.jpg
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_________________ Please, read the signature rules of the forum. QUICK_EDIT
I think the bottom thing would look better if you used the shape of the one on the left, instead of the one on the right (which is what you are doing now).
That could be worth a go.
Thanks for the suggestion. QUICK_EDIT
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