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Regulus' Models
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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Mon Dec 01, 2008 5:13 am    Post subject:  Regulus' Models
Subject description: Be Gentle
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Hiyo. I am tossing an idea around, and I wanted opinions about my models. I am my own worst critic, but I want to see what others think as well.

Here goes.

XM70 Force Projection Vehicle



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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Mon Dec 01, 2008 10:49 am    Post subject: Reply with quote  Mark this post and the followings unread

1) No download?

2) It looks good however, I would extend the track guards all the way, it looks weird to protect so much of it except the front-where the tank with propably receive the most fire.

3) Does the thing in the back on the turret have only one face? If so, it might be invisible at certain angles ingame.

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SDKH
AA Infantry


Joined: 22 Sep 2008
Location: Auckland, NZL

PostPosted: Mon Dec 01, 2008 11:15 am    Post subject: Reply with quote  Mark this post and the followings unread

I like it but id have to agree with DaFool. Also what 3d program did you use? So far I only have blender and I wouldn't mind learning how to use more programs.

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Roaches
Cyborg Commando


Joined: 16 Dec 2007
Location: Modding other games.

PostPosted: Mon Dec 01, 2008 11:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Judging from the render images its most likey made in 3DS Max

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Mon Dec 01, 2008 11:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Really great, very well done.

TBH I like the track protection the way it is. Looks unique and pretty cool.

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Mon Dec 01, 2008 1:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the comments. Yes, its 3dsmax 9. As far as track guards, I played around with various designs, but nothing seemed to make it remain futuristic.

But don't worry, the thing on the back of the turret is a thin box, so it renders on both sides.

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ChielScape
General


Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Mon Dec 01, 2008 8:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

looks great. a lot better than the crap thats currently coming from the TO infantry division.

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Mon Dec 01, 2008 8:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

You have stated numerous times your dislike of the TO infantry, no use in mentioning it yet again, here.

As for the models, they're very nice Smile .
Only thing odd is the track covers...

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IceDragon200
Shrapnel Sniper


Joined: 18 Apr 2008
Location: At home relaxing..

PostPosted: Tue Dec 02, 2008 12:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Very Happy Cool tank looks familiar though.
Wink You could probably leave the thread cover open , I kinda like it.
Looks better than half of the crap I do when I'm Bored Laughing

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Tue Dec 02, 2008 6:32 am    Post subject: Reply with quote  Mark this post and the followings unread

It'd be cool to see an improvement on this, so good luck nice try. Cheilscape just post in TO forums rather than being a pain. I understand your view, don't be an asshole about it.

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Sat Jan 03, 2009 6:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Here is another model I made last night. Its a Recce Vehicle, but the turret is unmanned. The driver and gunner sit in the front, and the blue things on the turret are missile pods.

I've been thinking really hard about something, and I may do it, but I don't know yet.


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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Sat Jan 03, 2009 7:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Out of curiosity,are you intending to mod ZH,TW or RA3?...

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Sat Jan 03, 2009 7:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

I can't see the last pic.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sat Jan 03, 2009 8:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

The latest vehicle looks somewhat weaker and faster - if the weapon was anti-infantry or anti-air it'd look much more complete, to my eye.

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Sat Jan 03, 2009 10:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

The weapon is a bushmaster 20mm cannon.

@Deformat
Thinking about TW. One thing for sure is that it will not following the GDI vs Nod Theme, or Tiberium for that matter.

@ Dafool
Can you see it now?

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Sat Jan 03, 2009 10:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yep, it looks pretty good. The chasis almosts looks like an IFV.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Jan 03, 2009 10:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bushmaster = IFV #Tongue
Anyways, nice models Regulus Smile

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Sat Jan 03, 2009 10:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

if I make the mod, it will have the ability to launch camera probes out of its rear hatch like the Orca on CNC3.

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CalChillin
Missile Trooper


Joined: 23 Oct 2007

PostPosted: Sat Jan 03, 2009 10:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

I like them some good ideas.

Wish i could do 3d models

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Sun Jan 04, 2009 1:22 am    Post subject: Reply with quote  Mark this post and the followings unread

I like it just add a commanders copula, and MG.

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Sun Jan 04, 2009 3:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Starting the Unwrap on the Recce Vehicle. I decided to show this picture to give everyone a taste of how the final product may look. The Hatches and everything else are just theoretical placeholders for better art when I take the skin into Photoshop. Idea



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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Sun Jan 04, 2009 3:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Maybe a gunner's nest on the top of the turret could be a cool upgrade. Is that grey the color scheme you are going to go with?

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Sun Jan 04, 2009 3:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah. But the turret is unmanned. It gets upgraded to a Guass Cannon later on. The Interesting thing about this vehicle is that the electric generator (its a fuel cell vehicle) is in the turret, along with the main weapon and extra ammunition.

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sun Jan 04, 2009 1:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

All the shiz that goes boom is on top? In that case if you put it in a game give it a near 100% chance of crew survival.

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Wed Jan 21, 2009 12:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Here is another version of the Recon Vehicle. Not that anyone cares.

Turret is still WIP, and I am mainly displaying the body.


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SDKH
AA Infantry


Joined: 22 Sep 2008
Location: Auckland, NZL

PostPosted: Wed Jan 21, 2009 1:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Some nice models there mate Very Happy

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Wed Sep 16, 2009 6:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Warming up an old topic. You'll be seeing some more stuff soon. Very Happy

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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Wed Sep 16, 2009 8:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Good.

You're still looking into modding TW? Interesting. Wink

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Wed Sep 16, 2009 10:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

More probability of Zero Hour instead of TW.

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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Wed Sep 16, 2009 10:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Gah, you're no fun.

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Thu Sep 17, 2009 12:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, I made that decision based on what I want to do with the gameplay mechanics and stuff. Generals has a lot of pre-exsiting logic that i have not found present in TW, like ECM Tank logic, dozers, more versatile special powers, point defense logic, ranger repel logic, etc.

Tiberium Wars modding is too young right now for me to want to get into it just like Generals was when it came out. There are some things about TWs that makes it attractive though. Active building animations, active unit animations, harvester logic, prettier effects, higher poly counts, etc. BUT this is mostly aesthetics stuff. So, I finally decided to use Zero Hour as my catalyst.

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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Thu Sep 17, 2009 12:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

I see. I agree with you, Generals is a lot easier to use than TW.

On the other hand, the utter coding chaos called TW also has a pro.

I've yet to come up with a concept that is unattainable in the TW engine.
It's so... open. You can do whatever you want. It's great, especially since I'm used to the limitations of the Dune2 engine.

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