Joined: 26 Nov 2002 Location: Algae Colony On Mars
Posted: Wed Mar 30, 2005 4:25 pm Post subject:
Feedback Needed!
Right, I've been a bit bust lately trying to make a voxel (it's something I've never really been good at) and today I've more or less finished work on my first voxel from scratch. Obviously it's not perfect (I've applied autonormals until I can find a similar voxel to copy from) and needs texturing in some form or another. Please give as much constructive criticism as possible, so I can improve it somehow.
The voxel itself is based off the Canberra PR9, a British aircraft used mostly by the RAF.
http://www.raf.mod.uk/equipment/canberra.html
I know the colour scheme is off, because I based the actual colouring off another, silver, version. That version also had the red stripes down the wings.
Finally, I know the dimensions are too big for the actual voxel, I wasn't entirely sure of the size the voxel would be so I started rather large. I'm going to resize the canvas. Also, I (rather stupidly) managed to make the whole voxel 90 degress off, so it's actually pointing to the right. I suppose this can be fixed by altering the hva, but is it possible to solve this problem in the editor itself?
1) DON'T bodge a quick-fix with the HVA file, as you will throw all the normals off and it will look terrible. AFAIK, there is no way to rotate a voxel, so I'm afraid that you will have to remake it. Don't worry though, you'll find the second time is easier (as you are now more familiar with the shape).
2) The wings need to be longer (ie, the wingspan needs to be bigger), as the part of the wings closest to the fuselage is actually quite long before it changes shape and tapers towards the tip of the wings.
3) The "bent" of the wings is good, but overlap each layer a bit more. A diagram of the wing cross section:
XXXXXXX
XXXXXXXXXXXXX
XXXXXXXXXXXX
XXXXXX
and not:
XXXXX
XXXXXXXXXXX
XXXXXXXXXXXX
XXXXXX
This will aid the normals, and stop the nomals from each side of the wing "leaking" through each other when the plane turns/banks.
4) The colour is really very bright... Try using a darker grey (about 4 shades darker?).
5) The fuselage could do with being properly tapered at both the anterior and posterior ends.
6) Some shading? Using graded shades of similar greys, try adding a bit of shading to the model. I don't mean darkening the undersides (the normals to that), but rather where the wings join the fuselage, or the wingflaps meet the rest of the wing. Also, perhaps add a few details like panel lines, inspection/landing gear hatches, fuel caps, etc?
7) It is a rather better effort than many I've seen, even without the suggestions I've made. If you keep practicing, you're likely to become pretty good QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Wed Mar 30, 2005 7:14 pm Post subject:
Clazzy,how the f*ck did you screw it up? this voxel is nice! its good for RA2,maybe a WWII mod. _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
Joined: 26 Nov 2002 Location: Algae Colony On Mars
Posted: Wed Mar 30, 2005 9:11 pm Post subject:
1) I've just completed that now.
2) I'm moving the engines a couple of voxels to the left and right, so they're further from the centre. I've also expanded the wings a bit.
3) I've done that but I haven't actually spotted any difference in the voxel viewer, unless it only makes a difference ingame.
4) Done, is now exactly four shades darker.
5) I haven't started on this yet, but I will later.
6) Do you have any good examples of voxels with that in, so I can have a look at them?
7) Thank you very much! I doubt I'll make that many voxels but I'll be having a go at a land-based vehicle next (I may try a piece of concept art from something). _________________
Quote:
This is sexier than what this forum was supposed to tolerate. - Banshee
Joined: 26 Nov 2002 Location: Algae Colony On Mars
Posted: Wed Mar 30, 2005 11:53 pm Post subject:
Sorry to double post but:
I've improved on it a bit. It should now be pointing the right way and I've heeded all the advice you've given (at least I hope I have). Texturing is still a bit limited, since I can't really find any aerial voxels with detail on. However, I made the engines stand out from the rest of the wing by making them a bit darker, and the wing flaps are a bit darker (or at least where they're supposed to be). Should I alter the remap in any way?
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Thu Mar 31, 2005 12:33 am Post subject:
it is facing backwards. i will fix that for you,just re-apply normals... _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
Well, I couldn't find an example with the same set of normals for you, sorry. I do have several with different normals, though they probably won't be of much use to you... QUICK_EDIT
Joined: 26 Nov 2002 Location: Algae Colony On Mars
Posted: Mon Apr 04, 2005 5:51 pm Post subject:
Ok, next voxel to ask opinions on. This is a Tornado voxel (http://www.raf.mod.uk/equipment/tornado_at.html) and, other than the RAF logos on the wings, is untextured. I just want to now what people think of the voxel's shape in general, and whether it looks ok.
Um, it is facing the wrong way again - ingame this thing will be flying sideways!
Also, it seems a bit plain? Could you add some shading etc perhaps? Also, if the cockpit is a bit less dark, you can shade that too (and the normals will be visible on it too).
When you've fixed it, post it up again. That way, I'll see if I can give it some rough normals for you so that you can see how they are done QUICK_EDIT
Joined: 26 Nov 2002 Location: Algae Colony On Mars
Posted: Mon Apr 04, 2005 6:47 pm Post subject:
Bloody typical that I've done it the wrong way AGAIN. And I know it's untextured, I did say that. I'll add them when I put it the right way... again. _________________
Quote:
This is sexier than what this forum was supposed to tolerate. - Banshee
Joined: 26 Nov 2002 Location: Algae Colony On Mars
Posted: Mon Apr 04, 2005 7:58 pm Post subject:
I have an excuse for that surprisingly. The wing position may change, and I just did it at the smallest possible angle. I can sweep them back a bit if you think it's better. _________________
Quote:
This is sexier than what this forum was supposed to tolerate. - Banshee
I know that the Tornado is swingwing (guess which unit will be in CR ). I just thought that the wings should be open or "closed" rather than somewhere in between...
Incidentally (you prolly know this, but just in case), the wings affect the flight of the plane at different speeds; swept back means it can fly faster and is more maneouvrable, but fully opened allows the plane to fly slower than would otherwise be possible (useful for ground support). You could tailor the wing position to the role the Tornado will play in your mod? QUICK_EDIT
Joined: 26 Nov 2002 Location: Algae Colony On Mars
Posted: Wed Apr 06, 2005 3:58 pm Post subject:
Right, I got around to redoing the whole thing. I've altered the angle of the wing slightly (it's not as big an angle as before, slightly smaller). I've put a texture on as well (I just messed around with lighten/darken and it came out rather well).
Also, this isn't actually for any mod of mine. I've just been learning voxels, that's all.
I think I can now call myself the Jack of All Trades in this community . Voxels, maps, SHPs, code. Of course, not all brilliantly.
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