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Voxel Prototype
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Garrick
Medic


Joined: 08 Jul 2011

PostPosted: Thu Dec 22, 2011 1:11 pm    Post subject:  Voxel Prototype Reply with quote  Mark this post and the followings unread

I'm nearing the completition of this voxel, but i still feel there is something amiss, maybe some external eye can help.

before anyone asks, I'm trying to replicate Mig Eater's shading tecnique



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Dec 22, 2011 1:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

The texture looks good, but the shape is too 2-dimensional imo, which gives it an overall boxy shape. Some angular and round parts would surely make it look better.
You should also avoid fine one voxel big lines as they tend to become pixelated ingame. You should manually add some anti-aliasing to them.

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Garrick
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Joined: 08 Jul 2011

PostPosted: Thu Dec 22, 2011 1:39 pm    Post subject: Reply with quote  Mark this post and the followings unread


Last edited by Garrick on Thu Dec 22, 2011 6:47 pm; edited 1 time in total

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Dec 22, 2011 1:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

left no AA, right AA.

Just give the 1 voxel big lines a border with a color between the line and the surrounding surface color.



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SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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Garrick
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Joined: 08 Jul 2011

PostPosted: Thu Dec 22, 2011 10:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

made a couple of adjustments



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iamn00b
Jumpjet Infantry


Joined: 23 Apr 2010
Location: indonesia, sticking at keyboard

PostPosted: Thu Dec 22, 2011 10:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

give the tail more volume IMO

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Dec 22, 2011 10:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Inspiration or extremely strange coincidence?



Looks really nice, in my opinion. Good job.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Dec 22, 2011 10:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

lol been meaning to make a vxl of the Nerv VTOL for ages, I probably couldn't do much better then that tho.

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Thu Dec 22, 2011 10:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

That actually looks pretty good. Though shouldnt the darker colors be toward the top and lighter colors toward the bottom because of RA2 lighting? It may end up way to bright ingame this way?

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Garrick
Medic


Joined: 08 Jul 2011

PostPosted: Thu Dec 22, 2011 11:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aro wrote:
Inspiration or extremely strange coincidence?



Looks really nice, in my opinion. Good job.


It's actually a mix between the TV Design and the Rebuild one, with a custom weapon loadout (Hellfire missiles and twin gunpods).

No coincidence at all, it's the YAGR-3B (A-77 in the TV Series)

As for the tail, i have no idea if it should have more volume or not, from certain angles it looks very thin but the overal craft suggest bulkiness (After all it flies by sheer brute force)

EDIT: Indeed, got brightness problems, will fix them tomorrow

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Garrick
Medic


Joined: 08 Jul 2011

PostPosted: Fri Dec 23, 2011 12:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

ran into another problem ingame. At certain angles the body section is rendered before the engine, leading to this. I guess this is a frequent problem with multi-section voxels, any suggestion on how to fix it?



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Dec 23, 2011 12:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Are both engines in the same section, or do you have a section for the left engine and another section for the right one?
I think with separate sections for each engine, the game might be able to better render the order.
Though i'm not sure as i haven't created voxel by hand and only via 3ds2vxl.

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SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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Garrick
Medic


Joined: 08 Jul 2011

PostPosted: Fri Dec 23, 2011 1:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

I tried to have both engines in the same section and a separate section for each engine to no avail, i think it has something to do with the voxel header but i have no clue.

Altough i'm thinking of making this a SHP so the engines can have a resemblance of movement

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Dec 24, 2011 2:05 am    Post subject: Reply with quote  Mark this post and the followings unread

just as I suspected. It is really bright ingame. I would change the upper colors to more darker shades.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sat Dec 24, 2011 2:17 am    Post subject: Reply with quote  Mark this post and the followings unread

...The shape on the other hand is fantastic, so great job on that.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Dec 24, 2011 2:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes, I agree. The overall vxl itself is awsome. Smile

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Garrick
Medic


Joined: 08 Jul 2011

PostPosted: Sat Dec 24, 2011 8:24 am    Post subject: Reply with quote  Mark this post and the followings unread

On the other hand, has anybody any suggestion on how to solve the rendering problem?

(Will darken it and release as soon as i solve that)

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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Dec 24, 2011 10:07 am    Post subject: Reply with quote  Mark this post and the followings unread

What about merging the sections?

I don't get the reason why it is a multisectioned voxel, tbh.

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"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)
=======================
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Garrick
Medic


Joined: 08 Jul 2011

PostPosted: Sat Dec 24, 2011 10:33 am    Post subject: Reply with quote  Mark this post and the followings unread

That would be made as a last resort solution,
to me it was easier to make the engines upright and then rotate them in the HVA editor

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Dec 24, 2011 11:32 am    Post subject: Reply with quote  Mark this post and the followings unread

I really need to write a tutorial on hva editing...

You can either make the engine sections bigger, thus they will cover the body & render on top. Or you can use the header to set the offset values for each section so the game knows what order to render them in.

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Garrick
Medic


Joined: 08 Jul 2011

PostPosted: Sat Dec 24, 2011 3:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

i suppose you are talking about the transformation matrix, how do i set that? i have absolutely no clue and i couldn't find any tutorial on that.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Dec 24, 2011 5:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

The easiest way would be to use the OS HVA Editor's offset tool. Make a new hva & position the engines by offset & it will then automatically edit the header for you.

Of course it might not work depending on how you have the vxl set up, you can always PM me the vxl & I'll fix it for you.

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Garrick
Medic


Joined: 08 Jul 2011

PostPosted: Mon Dec 26, 2011 7:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

i posted a fixed version in the Voxel forum, enjoy!

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