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[RA2/YR] Soviet HP-48 Krokodil
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Midian-P
Rocket Cyborg


Joined: 16 Mar 2018
Location: GB

PostPosted: Thu May 27, 2021 11:37 am    Post subject:  [RA2/YR] Soviet HP-48 Krokodil
Subject description: "that's an enemy gunship"
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Based the one from Metal Gear Solid V: The Phantom Pain.

First time i made a Attack Helicopter Voxel and it took me a while to figure out how to make the rotors appear ingame.

Note: FLH might be wrong since this is simulated in HVA Builder.

PrimaryFireFLH=380,0,-265
SecondaryFireFLH=-76,-220,-185



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Midian-P
Rocket Cyborg


Joined: 16 Mar 2018
Location: GB

PostPosted: Sun Sep 11, 2022 1:42 pm    Post subject: Re: [RA2/YR] Soviet HP-48 Krokodil Reply with quote  Mark this post and the followings unread

UPDATED: Made the Rotors Larger and Fix the unanimated tail rotor.



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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sun Sep 11, 2022 9:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

I thought I'd chime in here because overall I do like the voxel and feel the paint scheme is letting it down. When turned most of the upper half looks noisy, and most of the sides wash out the detail.

What I did is give it some dirty areas where you'd expect to contrast off the features, and then gave things like the canopy highlights to separate a little more, as well as dulled the panel lines in a few places to make it blend a little.

I could spend a lot more time on this, but I thought a 10min edit could add something to the discussion.

PS. on a side note, keep the rotors after the body in the section order, it does help some of the overlap display issues



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Last edited by G-E on Sun Sep 11, 2022 10:02 pm; edited 1 time in total

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Midian-P
Rocket Cyborg


Joined: 16 Mar 2018
Location: GB

PostPosted: Sun Sep 11, 2022 9:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
I thought I'd chime in here because overall I do like the voxel and feel the paint scheme is letting it down. When turned most of the upper half looks noisy, and most of the sides wash out the detail.

What I did is give it some dirty areas where you'd expect to contrast off the features, and then gave things like the canopy highlights to separate a little more, as well as dulled the panel lines in a few places to make it blend a little.

I could spend a lot more time on this, but I thought a 10min edit could add something to the discussion.

Nice way better than mine.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sun Sep 11, 2022 10:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can create panel separation with light and dark shading, sometimes you can make really nice transitions that still keep a visual divider just by shading one side a gradient from dark to light while the other side stays the same.

Also body lines don't have to be maintained end to end, it's ok to fade them out in the middle, but make them extra dark at the ends.

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