Posted: Tue Apr 14, 2020 6:03 am Post subject:
Process display of some personal creations
Subject description: Probably just for mod Eretenal Cronus?
For the first time, I use ppm to make my personal comments. For the first time, please forgive me.
Recently, I have some free time to finish my mod production, so I spent a lot of time to make my model. Maybe it's better to share progress here?
Noble.png
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Some previews of the current model progress
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No, really, but what do you intend others to use them as if you want to share them?
Or what use do you want or give them in your mod?
This has potential. _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
No, really, but what do you intend others to use them as if you want to share them?
Or what use do you want or give them in your mod?
This has potential.
I'm not going to make a mod of RA theme, and the style of mod probably won't suit most people... I don't think my material can use other mods well. _________________ Like me~
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Posted: Tue Apr 14, 2020 8:44 am Post subject:
Re: Process display of some personal creations
Noble_cat wrote:
For the first time, I use ppm to make my personal comments. For the first time, please forgive me.
Recently, I have some free time to finish my mod production, so I spent a lot of time to make my model. Maybe it's better to share progress here?
I wanted to send them out one by one, but I found that I was too lazy.xD
Maybe packing in the same GIF will be more intuitive.
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Oof, this is nice! _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
wow, that's some excellent animation work. very nice job.
Is this done in OpenRA?
I would only suggest you improve your general lighting. It seems your models have no clear sun position: your southwest facing walls that are directly towards the sun have almost the same brightness as your southeast facing walls.
If you would improve your lighting (like adding Ambient Occlusion, IES Sky light with enabled "Advanced lighting with Final Gather" in 3ds max), those models would really pop and give much more contrast.
The shadow casting light is also pretty soft, which makes the shadows pretty soft too.
What program do you used to make the renders? 3ds max, Blender,...? _________________ SHP Artist of Twisted Insurrection: Nod buildings
wow, that's some excellent animation work. very nice job.
Is this done in OpenRA?
I would only suggest you improve your general lighting. It seems your models have no clear sun position: your southwest facing walls that are directly towards the sun have almost the same brightness as your southeast facing walls.
If you would improve your lighting (like adding Ambient Occlusion, IES Sky light with enabled "Advanced lighting with Final Gather" in 3ds max), those models would really pop and give much more contrast.
The shadow casting light is also pretty soft, which makes the shadows pretty soft too.
What program do you used to make the renders? 3ds max, Blender,...?
It's Ares. I dare not touch openra. xD
I've been trying to adjust the lighting you said, and I've tried a lot of lighting combinations, even though that's the end result.
I used 3DMAX for model making. I wanted to try C4d, but I probably failed. _________________ Like me~
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Posted: Tue Apr 14, 2020 5:59 pm Post subject:
Re: Process display of some personal creations
Noble_cat wrote:
For the first time, I use ppm to make my personal comments. For the first time, please forgive me.
Recently, I have some free time to finish my mod production, so I spent a lot of time to make my model. Maybe it's better to share progress here?
I have finished the production of heavy industry. In terms of design, I used a little black technology, even though it did not achieve the best results.
There were two trouble points: land occupation and display level. I'm glad I solved them
It's said that the heavy industry with 5 * 3 land occupation once had problems?
QAQ~
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you could try to put one of your buildings into my iowa scene:https://ppmforums.com/topic-42450/iowa-class-battleship/
The download includes my latest camera and lighting setup.
Or copy camera, light sources, render setup (enable adv. lighting and Final Gather) over in your scene.
I would like to see a comparison between your setup and mine.
btw, extremely cool door design on the warfactory. a bit sad it clips into the rather big unit. _________________ SHP Artist of Twisted Insurrection: Nod buildings
The models and animations are great, but like LKO said, the lighting could be improved, it makes them look very blurry and washed out. _________________ QUICK_EDIT
Is that about me?
By the way, I looked at your scene lighting configuration. It looks like a single floodlight, but I actually use multiple lights to enhance the lighting performance of the building
Maybe... I'm not used to the way that the camera moves? _________________ Like me~
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Posted: Fri Apr 17, 2020 8:48 am Post subject:
Re: Process display of some personal creations
Noble_cat wrote:
For the first time, I use ppm to make my personal comments. For the first time, please forgive me.
Recently, I have some free time to finish my mod production, so I spent a lot of time to make my model. Maybe it's better to share progress here?
Some progress...
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347.09 KB
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just keeping your art topic clean of the discussion about how to get 3x3 warfactory done.
Would be good if you could mention in that topic how you managed to create your 3x3 factory. What Ares version you're using and how you coded the factory.
Noble_cat wrote:
By the way, I looked at your scene lighting configuration. It looks like a single floodlight, but I actually use multiple lights to enhance the lighting performance of the building
Maybe... I'm not used to the way that the camera moves?
I have the lights linked to the camera, so when i rotate the camera, the lights follow it.
This way i only have to rotate a single camera. Otherwise i would have to rotate the complete 3d model which is often very hard or impossible to do , e.g. when particle systems are involved which would create particles that fly in curves as soon as the model is rotated
Anyway, the scene is basically
-a camera
-a directional light (for the main shadows and lighting)
-an IES Sky light (for the advanced Lighting with Final Gather, which gives a nice Ambient Occlusion lighting. This also provides the ambient light in areas that are completely obscured from any light source and which would be otherwise pure black, but with this they still get some rest light, giving the whole model a nice contrast)
You can see some different lighting effects here
Your scene is a bit worse than the lighting in GAKODK0000, since you have even shadowed areas very bright
The suggested new lighting (which also the IOWA model has) would be GAKODK0001
You can see how a good lighting improves your model, if you disable all textures.
If you then still can make out many details and clear distances between objects, it's good. But i would dare to say in your case the models would become only a pretty plain grey colored mass without much shadowing/lighting going on.
Example for Ambient Occlusion with textures disabled
notice how areas get darker the more they are hidden from all sides _________________ SHP Artist of Twisted Insurrection: Nod buildings
just keeping your art topic clean of the discussion about how to get 3x3 warfactory done.
Would be good if you could mention in that topic how you managed to create your 3x3 factory. What Ares version you're using and how you coded the factory.
Noble_cat wrote:
By the way, I looked at your scene lighting configuration. It looks like a single floodlight, but I actually use multiple lights to enhance the lighting performance of the building
Maybe... I'm not used to the way that the camera moves?
I have the lights linked to the camera, so when i rotate the camera, the lights follow it.
This way i only have to rotate a single camera. Otherwise i would have to rotate the complete 3d model which is often very hard or impossible to do , e.g. when particle systems are involved which would create particles that fly in curves as soon as the model is rotated
Anyway, the scene is basically
-a camera
-a directional light (for the main shadows and lighting)
-an IES Sky light (for the advanced Lighting with Final Gather, which gives a nice Ambient Occlusion lighting. This also provides the ambient light in areas that are completely obscured from any light source and which would be otherwise pure black, but with this they still get some rest light, giving the whole model a nice contrast)
You can see some different lighting effects here
Your scene is a bit worse than the lighting in GAKODK0000, since you have even shadowed areas very bright
The suggested new lighting (which also the IOWA model has) would be GAKODK0001
You can see how a good lighting improves your model, if you disable all textures.
If you then still can make out many details and clear distances between objects, it's good. But i would dare to say in your case the models would become only a pretty plain grey colored mass without much shadowing/lighting going on.
Example for Ambient Occlusion with textures disabled
notice how areas get darker the more they are hidden from all sides
Thank you for your advice. I think I'll reconsider
Of course, if I have the time to study it carefully _________________ Like me~
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just keeping your art topic clean of the discussion about how to get 3x3 warfactory done.
Would be good if you could mention in that topic how you managed to create your 3x3 factory. What Ares version you're using and how you coded the factory.
Noble_cat wrote:
By the way, I looked at your scene lighting configuration. It looks like a single floodlight, but I actually use multiple lights to enhance the lighting performance of the building
Maybe... I'm not used to the way that the camera moves?
I have the lights linked to the camera, so when i rotate the camera, the lights follow it.
This way i only have to rotate a single camera. Otherwise i would have to rotate the complete 3d model which is often very hard or impossible to do , e.g. when particle systems are involved which would create particles that fly in curves as soon as the model is rotated
Anyway, the scene is basically
-a camera
-a directional light (for the main shadows and lighting)
-an IES Sky light (for the advanced Lighting with Final Gather, which gives a nice Ambient Occlusion lighting. This also provides the ambient light in areas that are completely obscured from any light source and which would be otherwise pure black, but with this they still get some rest light, giving the whole model a nice contrast)
You can see some different lighting effects here
Your scene is a bit worse than the lighting in GAKODK0000, since you have even shadowed areas very bright
The suggested new lighting (which also the IOWA model has) would be GAKODK0001
You can see how a good lighting improves your model, if you disable all textures.
If you then still can make out many details and clear distances between objects, it's good. But i would dare to say in your case the models would become only a pretty plain grey colored mass without much shadowing/lighting going on.
Example for Ambient Occlusion with textures disabled
notice how areas get darker the more they are hidden from all sides
I tried to import your Omni shadow tdlight and sky01, and got the result
Maybe I don't know how to use it. My understanding of 3DMAX is not so deep. Forgive me XD
Can you give me a little instruction on how to use this beginner?
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The 'heavy industry' war factory reminds me of RECOIL, did you really make it based of the volcanic dome's entrance of campaign 3 from the game? in fact, when you go inside the volcanic dome through its entrance, you'll meet with new, stronger tanks. _________________ If you are a MetalHead (Heavy Metal Fan) and don't want to be a metalhead, Just remove your metal ball from your head. �:p .
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The 'heavy industry' war factory reminds me of RECOIL, did you really make it based of the volcanic dome's entrance of campaign 3 from the game? in fact, when you go inside the volcanic dome through its entrance, you'll meet with new, stronger tanks.
No, I'm referring to Supreme Commander's _________________ Like me~
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It's Ares. I dare not touch openra. xD
I've been trying to adjust the lighting you said, and I've tried a lot of lighting combinations, even though that's the end result.
I used 3DMAX for model making. I wanted to try C4d, but I probably failed.
Have you used Blender? Im interested what is big difference in case of usage experience, why do you prefer 3dmax? QUICK_EDIT
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