Sup dudes here are more stuff for EC: EC "THEL" turret.
I made 4 different version so which ones the best to go with, opinions ?, oh one last thing EC defences foundations are kinda doubled in my mod as they have the strongest ones available:
-Basic "which is this one:" From 1x1 to 2x2
-Advanced: "ibid"
-Long-Range: 2x2 to 3x3
You oughta look at Henskelion
, Mig_eater, Rugules, LKO, HP_SICIP, VEF4, Cranuim, kenosis, S4G (I think), Gangster, DountArnould, Orac, !DarkRose and many
others for mix of SHP and voxel work.
As for Voxelers you've got Longwall, ErastusMercy, shin.peter.pan, Atomic noddles, B.A.Znd, MDR ,Azri_apoc and Vord (still many others).
But for anims and big explosives: Starkku and apollo are well known (also with the custom VPL programme of Starkku and the precise shp colour scheme converter from apollo) and again many others..
As for me I am turning away towards digital arts QUICK_EDIT
The complexity of your buildings is very nice. But i think it would be even better visible with a better lighting.
Could you try rendering one of these defenses with Advanced Lighting/Final Gather turned on?
I'm pretty sure it will look much better then. _________________ SHP Artist of Twisted Insurrection: Nod buildings
The new lighting with stronger shadow is much better.
Now the materials could get some love: adding specular level/glossiness, bumpmaps, reflection maps etc
Right now all materials look like plastic.
But making them look like metal, concrete etc would be much better.
Since the design is very futuristic, a shiny reflecting chrome material would rock too. _________________ SHP Artist of Twisted Insurrection: Nod buildings
I kinda dunno anymore LKO doesnt look plastic to me xD anyhow this is what I fiddled with so far I tried the things you told me and here is what I got. note that I increased contrast for more distingiushment.
@deathreaperz: I know xD with all 3D and random art , as for jealous part use it and lets see what will you come up with
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Nov 10, 2014 5:30 am Post subject:
Badass. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
I kinda dunno anymore LKO doesnt look plastic to me xD anyhow this is what I fiddled with so far I tried the things you told me and here is what I got. note that I increased contrast for more distingiushment.
it's better.
You increased the contrast? how? in 3dsmax or afterwards with picture editing?
With picture editing would be bad. You should try to fix any lighting issues in 3dsmax to get a more natural looking effect.
If the shadows are too weak on the 3ds max render, check if you have a too strong "Ambient only" omni light in the scene.
When using "Advanced Lighting" you don't even need an ambient only omni light, as the bouncing light rays make sure that even shadowed areas get some light. But for that to work well, an invisible big ground plane which is only considered for lighting calculations is useful, so the light rays find a bigger area from which they can bounce off and back onto the model. _________________ SHP Artist of Twisted Insurrection: Nod buildings
@Mig-eater: Thanks for the feed back. I knew there was something wrong the original desgine the I intended with it that it should've had a curvy/roundy end. plus shoud've been a turret it was intended to be an E.C. Panter tank, but I redesgined it thinking it would be a great idea to have a Hetzer like tank but meh...
EDIT: The engine on the back was for a click to deploy-speed boost.
@DaRTzo and Graion Dilach: Thanks
@LKO: I sent you a pm with the whole 360 render. QUICK_EDIT
AtomicNoodels: Yes, it does and when its intact situation (Or upgraded) The structers health will be at 55% (might be changed in the future) you could get the engnieer inside for the full Upgrade+Repair or you can upgrade another one and pay the cost with click repair but do note that the engineer has to enter 2 times if you want the up and repair.
Those look nice, how do you deal with the Anti aliasing? you got a method to avoid having part of the background on the shp or you clean every frame manually? _________________
Those look nice, how do you deal with the Anti aliasing? you got a method to avoid having part of the background on the shp or you clean every frame manually?
They aren't anti-aliased against the background due to a setting in 3dsmax "Don't anti-aliase against background"
So they all have sharp borders and only anti-aliasing inside.
@Bu7loos: very nice work. i like the different stages and details.
Though one thing that could look a bit strange ingame is, when the low harvester is trying to drive over those huge spikes. Smaller and more flat would be surely a bit better, since we can't have the harvester stop next to the harvested cell and it always have to move on top of it.
Or you design a new harvester which has like 10m chassis clearance. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Jan 01, 2016 12:12 pm Post subject:
OpenRA allows them all with mines included. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Nvm, I meant having part of the background blended into the shp itself, it happens to me with or without that option, but nevermind, Im hijacking the topic at this point, I was curious to know how bu7loos handled the problem if he had it. _________________
You don't have to place any plane or other object in the background behind your model.
e.g. a plain green plane as the ground is bad, since then it will anti-aliase against this plane.
You really have to keep the scene clear behind the model.
\Edit
oh and make sure you don't use any transparent materials on the border of your model. Otherwise the transparent material will anti-aliase even against the clear background. _________________ SHP Artist of Twisted Insurrection: Nod buildings
@Nolt: Pretty much what LKO said dont use anti-aliasing against background from settings.
@LKO: eh ? really ? tho mad used the same thing well if that is the case I might as well do the chassis clearance and put a new Drive Area that miners can only drive one [hafta check if thats possible] and stops other units from driving on.
@Graion Dilach: I'd like to change to OpenRa but I really REALLY do not know about such decisionabout that since I got accustomed to ARES which have most of the logics I use.
I really like where Astor, you and main team which are developing TS-RA2 branches got with OpenRa and I've been thinking since then, but most likely I'd change to it after the development of TS-Ra2 branches are done.
First of all I am not sure why I am being referenced in this, like I am...
But oh well...
And it looked silly in my mod as well...
I am just not some one who cares to try and move a game like Ra2/YR into realism... Ra2/YR is way to far from real.
Its probably the reason I still love Ra2/Yr... I just love fantasy.
Anyways Bu7loos I will say I like the Ore's they look very pretty. _________________ MadHQ's Graveyard - Click here!
(Permissions) - (F.A.Q.) QUICK_EDIT
the reason I referenced you I thought you already had taken size into consideration for the Ore miners since making ore spiky tends to collide with the miner belly [ see LKO's comment ] QUICK_EDIT
Joined: 26 Feb 2010 Location: Inside my temple in Cairo.
Posted: Sun Jan 03, 2016 7:22 am Post subject:
It reminds me of a warhammer 40k unit! _________________ If you are a member of the NSA and you are reading this, then you should know, that too much curiosity killed the cat!!!
Wenn Sie ein Mitarbeiter des BND sind und das hier lesen, sollten Sie wissen, dass zu viel Neugier der Katze Tod ist!!! QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Jan 03, 2016 11:52 am Post subject:
Oh, I remember this... it was among the supersized ones from your first pack.
Looks a lot better now. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
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