Also Known As: Axidental JeepBuilder Joined: 24 Jul 2019 Location: Miskolc, Hungary
Posted: Mon Feb 27, 2023 7:22 pm Post subject:
[RA2/YR] My attempt with the Merkava
This is a merkava voxel I originally did not intend to publish, but since it turned out quite good, I decided to share it even if it's still in use.
I used it for my 4th side, so it's grayscale, but changing it to Allied scheme is not that hard, as it uses only a few colours.
It has two versions, the original size for editing purposes, and the game size.
The art codes and the screenshot are in the .zip, no cameos included.
Since this voxel was entirely made in VXLSE III and no voxel textures were applied or 3D editing programs were involved, all was made by hand and the process was approx. 3 weeks; this time I will make an exception and ask for credits if you use it in a public mod.
screenshot_202302271950.png
Description:
I should stop using The Alamo for preview images...
_________________ Sole developer of Fall of Yuri mod v0.0.1.75b and 2700 mod v3.1. These titles are occupied from now on. =)) Last edited by warrior002.the.official on Wed Mar 01, 2023 5:47 pm; edited 1 time in total QUICK_EDIT
Welp, most of the time was wasted on getting the gradients right and to solve the problems that came along with the wheels. Also, I was trying to be as accurate in shape of the vehicle as much as I could (and it's not even fully detailed, at least not as much as I wanted to)
But I am ready to take any opinions, be it harsh or weak, that's how I learned stuff in my life and got a lot better in many things.
As I asked in my first ever post: "don't go easy on me"
P.S.: I think I get what you meant by that QUICK_EDIT
Here, I shall help you in your journey, try using my voxel base as your unit and making that look like a Merkava. The hull shape is more or less the same, with a longer sloped nose, and the wheels are similar, just the spacing is off.
As for time, I bang out realistic ones pretty fast, I made the base BMP-3 knowing I wanted to make the 2S38 and studied both designs. As with all voxels I made slight changes to better suit the medium, like the wheels should have been 4px diameter instead of 5px, but 4px wheels look stupid. With the larger road wheels I had to increase the ground clearance and lower the wheel positions. which meant an extra layer of width was required to be proportional, but also allowed a central seam for the doors.
The 2S38 has add-on armor and other changes, like the front machine gun ports at the corners is gone, and the crew positions change for the larger turret ring. Thus easy to upgrade from the BMP-3, but tough to have downgraded in the other direction. You gotta learn how the workflow goes, and maximize your effort. The BMP-3 hull could support like 7 variants if I wanted to make them. The Nona-S I made previously can support a bunch of variants too.
Also Known As: Axidental JeepBuilder Joined: 24 Jul 2019 Location: Miskolc, Hungary
Posted: Wed Mar 01, 2023 7:12 am Post subject:
Thanks, I will try your method _________________ Sole developer of Fall of Yuri mod v0.0.1.75b and 2700 mod v3.1. These titles are occupied from now on. =)) QUICK_EDIT
For a realistic unit, I always recommend starting with the tracks/wheels rather than the hull. The tracks dictate your scale and rough positioning of nose/tail/roof/floor, after which you can refine the outline of the tank to match the real thing. As your outline becomes full width surfaces, you will be able to add localized angle changes, elevated areas, and so on, without confusing the where you started.
Also a step I think many people ignore, add dirt and highlights to panels to help them separate. In the case of the 2S38 I also use the directional light trick WW uses on the CMIN/CMON, you only see the highlight from the left on the armor panels, the other side is lit in reverse. When the unit turns around, the wrongly lit far side is invisible. There are a lot of tricks that can improve how your unit gets rendered, which can help more than accuracy/detail. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
Also Known As: Axidental JeepBuilder Joined: 24 Jul 2019 Location: Miskolc, Hungary
Posted: Wed Mar 01, 2023 3:52 pm Post subject:
This is what I made this time.
-In shape, not as accurate as the first, but fits the game more. I added some mud (not close to good, but something at least), some lighter edges,
-I tried to add some fake gloss, the textures look better, and I also tried to fiddle around with the normals manually.
-I rebuilt its turret into a little bit smaller size and added more remap to it.
-The TurretOffset is now 0, the screenshot has the previous code, that's why it's misplaced;
-no change with the PrimaryFireFLH
Also Known As: Axidental JeepBuilder Joined: 24 Jul 2019 Location: Miskolc, Hungary
Posted: Wed Mar 01, 2023 5:57 pm Post subject:
I will correct it tomorrow afternoon then. Thank you for bringing it to my attention! _________________ Sole developer of Fall of Yuri mod v0.0.1.75b and 2700 mod v3.1. These titles are occupied from now on. =)) QUICK_EDIT
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