:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::

Do you want to advertise at Project Perfect Mod. Find out how to do it HERE.

The time now is Sat May 08, 2021 11:27 pm
All times are UTC + 0
 Forum index » Modding Central » Media Hut » Voxels
Type 90 MBT
Moderators: Global Moderators, Media Hut Moderators, OpenRA Moderators, Red Alert 2 Moderators, Tiberian Sun Moderators
Post new topic   Reply to topic Page 1 of 1 [10 Posts] View previous topic :: View next topic
Author Message
Culverin!
Vehicle Driver


Joined: 29 Jan 2021
Location: Rusting in a museum

PostPosted: Tue Feb 16, 2021 2:47 pm    Post subject:  Type 90 MBT
Subject description: Not a Leopard 2A4 (updated)
Reply with quote

Some of artistic license taken of course - the real-life tank had only 1 machine gun on the turret roof, set right in the center. This voxel on the other hand adds an automatic grenade launcher to the mix, while questionably mounted both its roof top weapons on the optics.

Besides the weaponry, this voxel may have better turret armor than its real life counterpart, as can be seen from that thick mantlet and outlines for turret side armor.

Thanks to Creator for the great choice of color and some parts that I shamelessly copied from. Please don't shame me for this - I'm a fan of Creator's works, honest.

Edit: A small update with better color contrast for the roof and side skirts, and with G-E advice, accentuated decals for the side skirts. My apology to anyone who has already downloaded the previous version.


Type_90_MBT_New_01.jpg
 Description:
In-game
 Filesize:  1.59 MB
 Viewed:  621 Time(s)

Type_90_MBT_New_01.jpg



Type_90_MBT_New_02.jpg
 Description:
Most noticeable change? More black plates on the hull front
 Filesize:  97.09 KB
 Viewed:  621 Time(s)

Type_90_MBT_New_02.jpg



Type_90_MBT_New_03.jpg
 Description:
My mistake was giving the side panels too little of color contrast; this is now improved.
 Filesize:  90.59 KB
 Viewed:  621 Time(s)

Type_90_MBT_New_03.jpg



Type_90_MBT_New_04.jpg
 Description:
The grenade launcher belt is leaking from the box...
 Filesize:  127.83 KB
 Viewed:  621 Time(s)

Type_90_MBT_New_04.jpg



Type_90_MBT_New_05.jpg
 Description:
Better view of the rear
 Filesize:  84.9 KB
 Viewed:  621 Time(s)

Type_90_MBT_New_05.jpg



type90mbt.rar
 Description:
Again, new version of WinRAR

Download
 Filename:  type90mbt.rar
 Filesize:  21.05 KB
 Downloaded:  47 Time(s)


_________________
When you play Medieval 2: Total War, clicking upon a unit of Culverin will cause it to respond, "Culverin!"

Last edited by Culverin! on Tue Feb 23, 2021 10:38 am; edited 1 time in total

Back to top
View user's profile Send private message
Guard125
Guest




PostPosted: Thu Feb 18, 2021 5:54 pm    Post subject: Reply with quote

Thank you, now I have a true heavy tank for PF. Look better than the crap one I made. With gattling logic 3 weapons should be possible.

Back to top
G-E
General


Joined: 09 Feb 2015

PostPosted: Thu Feb 18, 2021 7:56 pm    Post subject: Reply with quote

Pretty clean design, although I would try to use normals to accentuate the paneling so as to look less slab-sided in most facings.
_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

Back to top
View user's profile Send private message
Culverin!
Vehicle Driver


Joined: 29 Jan 2021
Location: Rusting in a museum

PostPosted: Fri Feb 19, 2021 1:05 am    Post subject: Reply with quote

@G-E

Do you have any suggestion for auto normals setting? My reliance on influence auto normals without any adjustment thus far has produced sharply contrasting normals like on this tank.
_________________
When you play Medieval 2: Total War, clicking upon a unit of Culverin will cause it to respond, "Culverin!"

Back to top
View user's profile Send private message
McPwny
AA Infantry


Joined: 29 Jan 2018

PostPosted: Fri Feb 19, 2021 1:29 am    Post subject: Reply with quote

voxel is not rendered to ra2 scaling!
_________________
.shp artist and critic of voxels

Back to top
View user's profile Send private message
G-E
General


Joined: 09 Feb 2015

PostPosted: Fri Feb 19, 2021 4:59 am    Post subject: Reply with quote

Take a look at this to understand better what I mean...


Type 90 MBT.rar
 Description:

Download
 Filename:  Type 90 MBT.rar
 Filesize:  21.96 KB
 Downloaded:  8 Time(s)


_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

Back to top
View user's profile Send private message
Culverin!
Vehicle Driver


Joined: 29 Jan 2021
Location: Rusting in a museum

PostPosted: Fri Feb 19, 2021 6:50 am    Post subject: Reply with quote

@G-E

Thanks for the help. Although this is kind of missing the point, extending voxels where the decals are is indeed a good solution to make them more visible. I can clearly see the number 90 on your edited hull, so I think I will keep this in mind in the future.

That being said, while this solution does fixed the normals problem, as can be seen with the edited voxel showing more accentuated side skirts, it does not do away with the excessive lightening on highlighted sides. I did mess around a bit with auto normals, as seen in the screenshot below, and via setting smooth level to 16 times the contrast level, I was able to reduce excessive lightening.


Type90_Comparison.jpg
 Description:
Look at that number 90!
 Filesize:  1.68 MB
 Viewed:  788 Time(s)

Type90_Comparison.jpg



_________________
When you play Medieval 2: Total War, clicking upon a unit of Culverin will cause it to respond, "Culverin!"

Back to top
View user's profile Send private message
G-E
General


Joined: 09 Feb 2015

PostPosted: Fri Feb 19, 2021 8:08 am    Post subject: Reply with quote

When you get into painting with shape rather than colour, you can do all kinds of tricks to highlight dull objects without much effort, and then you can use colour to further accentuate or blend those features.

The beauty of normals centric texturing is that proper normals aren't grainy, every shade created by the smoothed normals matches the neighbours well. Normals can also be used to create sharpness where there otherwise isn't any.

Hopefully you'll be able to get away from arbitrary hatching, single pixel details and flat surfaces to make really good voxels Smile
_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

Back to top
View user's profile Send private message
Culverin!
Vehicle Driver


Joined: 29 Jan 2021
Location: Rusting in a museum

PostPosted: Fri Feb 19, 2021 8:46 am    Post subject: Reply with quote

@G-E

Thanks again Rating 9 out of 10 . While I must say I couldn't be following your advice that closely Confused , considering my principality and other voxel artists whose works are my inspirations, I'll see your methods applied should I see fit.
_________________
When you play Medieval 2: Total War, clicking upon a unit of Culverin will cause it to respond, "Culverin!"

Back to top
View user's profile Send private message
Creator
AA Infantry


Joined: 15 Aug 2017
Location: Somewhere in Viet Nam

PostPosted: Sun Feb 21, 2021 1:07 pm    Post subject: Reply with quote

hehe, nice

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [10 Posts] View previous topic :: View next topic
 Forum index » Modding Central » Media Hut » Voxels
Jump to:  
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
Quick Reply
Username:


If you are visually impaired or cannot otherwise answer the challenges below please contact the Administrator for help.


Write only two of the following words separated by a sharp: Brotherhood, unity, peace! 

 
You cannot post new topics in this forum
You can reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1470s ][ Queries: 18 (0.0086s) ][ Debug on ]