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[TS] Mammoth MK3 prototype
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TommaHawk
Civilian


Joined: 10 Jul 2015

PostPosted: Wed Aug 07, 2019 12:10 pm    Post subject:  [TS] Mammoth MK3 prototype
Subject description: mammoth tank mk3 voxel
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I've been working on this for a while. I'm not very good at making units but this is my first one. cameo included.[/img]


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Last edited by TommaHawk on Sat Aug 10, 2019 9:34 pm; edited 1 time in total

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Aug 07, 2019 12:55 pm    Post subject: Reply with quote

for your first voxel this is really good.

Let me state the obvious though, the voxel looks ingame very pixelated.
It's pretty hard to make out the details and shape. (in some facings it's impossible to see where the turret starts and the chassis ends)
The usual culprits for this are tiny 1 voxel sized details/lines with a strong color difference.
I think it would profit if you apply some heavy blur on the textures to reduce the pixelisation.

To give it more contrast, you should also draw voxels with a darker color, that are facing down (below the barrel, below the turret) or voxels that are in a recess and thus less exposed to the environment light.
Just imagine a light coming from top, how much of it would reach that voxel, then shade it accordingly.
This gives it some ambient occlusion effect, highlights the details and gives it more contrast.
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TommaHawk
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Joined: 10 Jul 2015

PostPosted: Wed Aug 07, 2019 1:38 pm    Post subject: Reply with quote

Lin Kuei Ominae wrote:
for your first voxel this is really good.

Let me state the obvious though, the voxel looks ingame very pixelated.
It's pretty hard to make out the details and shape. (in some facings it's impossible to see where the turret starts and the chassis ends)
The usual culprits for this are tiny 1 voxel sized details/lines with a strong color difference.
I think it would profit if you apply some heavy blur on the textures to reduce the pixelisation.

To give it more contrast, you should also draw voxels with a darker color, that are facing down (below the barrel, below the turret) or voxels that are in a recess and thus less exposed to the environment light.
Just imagine a light coming from top, how much of it would reach that voxel, then shade it accordingly.
This gives it some ambient occlusion effect, highlights the details and gives it more contrast.


Thanks for the advise. I'm a dad that works 50 hours a week. I do modding in my very little free time. I'll take your advise and work on this some more. Might be a while before I reupload it.

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TommaHawk
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Joined: 10 Jul 2015

PostPosted: Sat Aug 10, 2019 9:38 pm    Post subject: Reply with quote

I did some work on it. Not sure if it made it any better or not. I'm not really skilled at making voxels. Voxel section editor 3 is what I used to make it. If anyone wants to give it a shot they are more than welcome to do so.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Aug 10, 2019 9:46 pm    Post subject: Reply with quote

Shape is better distinguishable now. good job.
There are still a few pretty pixelated areas though.
e.g. the tracks could use some work. Those alternating black/grey 1 voxel lines turn out too pixelated.

btw, if you want to know if something is better or not compared to a previous version, you should provide a screenshot showing old and new Wink
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PostPosted: Sat Aug 10, 2019 10:23 pm    Post subject: Reply with quote

Thanks for the advise again. I may give the tracks another shot.

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TommaHawk
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Joined: 10 Jul 2015

PostPosted: Sun Aug 11, 2019 5:34 pm    Post subject: Reply with quote

I've made the single voxel details thicker.


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Mammamia_M
Medic


Joined: 28 Jun 2018
Location: No Zuo No Die Star

PostPosted: Wed Sep 25, 2019 4:01 am    Post subject: Reply with quote

Are these tracks movable?
Like this.


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GoblinKnight
Vehicle Driver


Joined: 03 Mar 2017

PostPosted: Thu Sep 26, 2019 12:17 pm    Post subject: Reply with quote

Mammamia_M wrote:
Are these tracks movable?
Like this.


so is that a vxl or shp unit?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Sep 26, 2019 3:17 pm    Post subject: Reply with quote

Animated tracks on a vxl are not possible in TS. Well, not possible without a messed up shadow.

Animated wheels on a vxl are possible, but a pain to get done right without any render layer bugs.
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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Thu Sep 26, 2019 4:05 pm    Post subject: Reply with quote

Lin Kuei Ominae wrote:
Animated tracks on a vxl are not possible in TS. Well, not possible without a messed up shadow.
Don't see why it can't work like it does in YR. Make have the chassis contain copies of the entire thing with different tread textures, then shrink the size of each to 0 in the HVA animation, with only 1 showing, so you cycle through all the sections and thus animate.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Sep 26, 2019 7:24 pm    Post subject: Reply with quote

TS shows the shadow only for one specified section. Since the section shrinks to 0 size during the anim to show the other section/frame, the shadow will disappear.
In a 3 frame anim using 3 sections, the shadow would be visible only for 1 frame and invisible on the other 2.

TS doesn't has the shadow cache thing which keeps the shadow the same regardless how the main section animates.


You might be able to achieve it anyway with a custom VPL, offering an invisible VXL and adding a main dummy section which is used for creating the shadow only (since also invisible VXL create a shadow).
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Gremlin
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PostPosted: Sat Sep 28, 2019 6:41 am    Post subject: Reply with quote

You must make smaller models, all models bigger than juggernaut or mamonth from vanilla is crap.No tanks bigger than tank factory!

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Virgil
Rocket Infantry


Joined: 22 Jul 2018

PostPosted: Sat Sep 28, 2019 7:37 am    Post subject: Reply with quote

Gremlin wrote:
You must make smaller models, all models bigger than juggernaut or mamonth from vanilla is crap.No tanks bigger than tank factory!


Then shrink it with VXL Bounds yourself. You can have your idea, he/she can have his/her too.

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TommaHawk
Civilian


Joined: 10 Jul 2015

PostPosted: Thu Apr 30, 2020 9:29 pm    Post subject: Reply with quote

Gremlin wrote:
You must make smaller models, all models bigger than juggernaut or mamonth from vanilla is crap.No tanks bigger than tank factory!


Guess you aren't a fan of twisted insurrection. I made this unit for my own personal use in my own personal mod just for fun. Thought I'd share it since I've used so many voxels, shps, tutorials from everyone on this site. You can make it smaller in a voxel editor if it's too big for your liking.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri May 01, 2020 9:15 am    Post subject: Reply with quote

This is a great model, well done. I think the fine details are a matter of taste – in-game it doesn't look too bad, though looking at it on the editor shows it has a lot of detail that are unfortunately lost or blended together in-game. As for the size, it's indeed just right when compared to the TI scale.

I'll look forward to seeing what you come up with next Smile
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TommaHawk
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Joined: 10 Jul 2015

PostPosted: Sat May 02, 2020 2:26 pm    Post subject: Reply with quote

Crimsonum wrote:
This is a great model, well done. I think the fine details are a matter of taste – in-game it doesn't look too bad, though looking at it on the editor shows it has a lot of detail that are unfortunately lost or blended together in-game. As for the size, it's indeed just right when compared to the TI scale.

I'll look forward to seeing what you come up with next Smile


Thanks. I've spent a lot of time analysing TI voxels and trying to match that style. Sadly there is a lot of lost detail in game. I made it too large and had to shrink it in the hva editor.

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