Max shows more detail than the C&C3 sage renderer can, but does not display the reflection channel of the specular map. *WARNING!* I made some texture changes after taking this screenshot!
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AA_Main.jpg
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Main image, closest zoom.
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AA_RTSView.jpg
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'RTS' (default height) view.
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AA_GIF.gif
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5 Stage GIF, showing the AA in various lighting.
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Last edited by Madin on Wed Dec 21, 2011 9:48 pm; edited 1 time in total QUICK_EDIT
Why's there an allied logo between the guns? That makes no bloody sense. Aside from that, the building looks purdy. _________________ Victory! QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Mon Dec 19, 2011 9:58 pm Post subject:
I like the model, nice texture and overall quality. It's true to the original but makes me wonder...
How in earth does it fire?
Supports on the side hold the elevating mechanism for the weapons system
Weapons system is self-contained in a small box with enough room for the cannons
Base consists of the traverse mechanism
No ammo, guidance system, gunner's position
Not that this is your fault. Westwood genius just shining through again. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
I'll decide on the front logo at a later date after testing. It represents me not having any idea how to detail the front of the AA.
It started out has blue paint, then moved on to a contrasting blue paint and bare metal.
But I decided that it was still to plain so I added the logo.
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Has for the defence being nonsensical, sure, most C&C static defences are!
A realistic AA would require a ton more model detail, so I quite like C&C simplistic nonsensical designs has it means less work for me! QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Tue Dec 20, 2011 8:48 pm Post subject:
Of course! I wasn't criticizing your design or choice.
Was more wondering what Westwood was thinking. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
1. Stop that silly fidgeting idle motion
2. Have the turret facing towards the sky at an angle, like in RA1 ingame and renders, instead of facing ahead as if it were a AT gun
3. Have the fire animation/shells different so its less like a machine gun and more like the slower flak burst in RA1 (with flak clouds too) _________________ QUICK_EDIT
1. Stop that silly fidgeting idle motion
2. Have the turret facing towards the sky at an angle, like in RA1 ingame and renders, instead of facing ahead as if it were a AT gun
3. Have the fire animation/shells different so its less like a machine gun and more like the slower flak burst in RA1 (with flak clouds too)
1. I probably will turn that off.
2. I agree with this too
3. Slower burst sure, flak clouds, any reference videos?
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