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Red Alert 2 alternative Pillbox
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Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Sat Aug 01, 2009 2:48 pm    Post subject:  Red Alert 2 alternative Pillbox
Subject description: High polygon sorry!
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This is a discarded 3d model that was going to be used in my mod.
It was supposed to be a RA2 Pillbox, but inspired more from the tiny cameo than the in-game model.
I lost inspiration and eventually decided to skin the 'normal' RA2 Pillbox that I had also done.
Sadly this means there is no texture & no optimisation with this model, its really just a model.
Polys: 3,593
Verts: 3,327

If you look at the coloured screenshot, The blue area was going to glow...because glowing looks cool. The black ring was going to be a scanner/sensor. It would of rotated towards detected targets and help to locate stealthed units.
Whats really odd, and sets this apart from the typical 'just-a-model' crowd, is that this one has its own unwrap. Weird, I don't even remeber unwrapping it!
Edit it all you like. If you use it, then credit me. If you skin it, post a screen here, I'd be interested to see what you come up with.



RA2_PillboxAlt_unwrap.jpg
 Description:
This gives you an idea about the unwrap
 Filesize:  161.05 KB
 Viewed:  10716 Time(s)

RA2_PillboxAlt_unwrap.jpg



RA2_AlternateColour_Pillbox.jpg
 Description:
This is a coloured screenshot, yours will be grey!
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RA2_AlternateColour_Pillbox.jpg



RA2_Pillbox_Clean.zip
 Description:
This is an unedited unwrap (no stacking or resizing). Use this if you really love editing UVW's and hate the job I've done.

Download
 Filename:  RA2_Pillbox_Clean.zip
 Filesize:  104.28 KB
 Downloaded:  303 Time(s)


RA2_New_Pillbox.3DS
 Description:
This is the .3ds file

Download
 Filename:  RA2_New_Pillbox.3DS
 Filesize:  187.37 KB
 Downloaded:  229 Time(s)


RA2_New_Pillbox.max
 Description:
This is the .max file

Download
 Filename:  RA2_New_Pillbox.max
 Filesize:  796 KB
 Downloaded:  289 Time(s)


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Robopope99
Jumpjet Infantry


Joined: 05 Feb 2007

PostPosted: Sat Aug 01, 2009 4:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

good for an early attempt- the gun could definitely use mode detail- looks like a broomstick.

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ConMan
Tiberian Beast


Joined: 16 Dec 2008
Location: Toronto, Canada

PostPosted: Sat Aug 01, 2009 5:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's quite nice for a first attempt!

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Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Sat Aug 01, 2009 5:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Robopope99 wrote:
good for an early attempt- the gun could definitely use mode detail- looks like a broomstick.

Its for an RTS, it does not need detail at all.

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Robopope99
Jumpjet Infantry


Joined: 05 Feb 2007

PostPosted: Sat Aug 01, 2009 6:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

I beg to differ- I know what I speak of - the best way to improve is to accept constructive criticism. If it were for any other thing than a ten year old RTS it would not be acceptable.



nod2.png
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nod2.png



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Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Sat Aug 01, 2009 7:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

And I'm telling you that the barrel (not a whole gun), of a pill box does not need any more model detail at all.
(By the way, that model in your picture is way above my level of skill)
EA have made millions from their rts guns being boxes and brooms.
I have their C&C 3 garrison weapon (a broom).

My major interest is how the model will look, skinned, in game, at the maximum zoom level that everyone plays in. From that distance, especially when the pillbox is not firing, it is the sand bags & 'lid' pill box detail that will catch the eye. When it is firing, it is the guns muzzle flash and tracers that will catch the eye. The 'guns' job in this instance is to carry the muzzle flash, nothing more.
I accept your criticism, I simply disagree that's all. If it interest you, the model that I'm going to use will not have a gun barrel at all, it will simple show a muzzle flash and 'smoke' emitting from the correct area when it fires. The visible barrel that can be seen from miles is not needed at all.

Now any criticism aimed at the outlandish waste in modeling individual sand bags....

By the way, how many Polygons/verts does the model in your image have?
One day I'll model something other than a box... Rolling Eyes

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Sat Aug 01, 2009 8:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

1) real polies end up being like 6538 in the .3ds
2) this in an incredible amount of polies, yet it's kind of hard to see where the details went.
3) The sandbags float in the air (top ones)
4)Top thing has no support holding it up
5) I guess the general shape of it is good, but what are you going to use it for? What can you use it for?
6) There's more efficent ways to make the sand bags

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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Sat Aug 01, 2009 8:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Use it in your Gen mod DaFool.

Call it a 4th wall breaking weapon, the lag will give you valueable seconds/minutes/hours to plan your attack/get some tea/shag your girlfriend/go to the store.

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Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Sat Aug 01, 2009 9:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

DaFool wrote:
1) real polies end up being like 6538 in the .3ds
2) this in an incredible amount of polies, yet it's kind of hard to see where the details went.
3) The sandbags float in the air (top ones)
4)Top thing has no support holding it up
5) I guess the general shape of it is good, but what are you going to use it for? What can you use it for?
6) There's more efficent ways to make the sand bags


1) In C&C3 I'm interested in vert count, EA go has far has not even mentioning a polygon budget at all. I have no idea why the .3ds would do that In C&C3 modding I have no need for the .3ds format.

2) The sand bags obviously. Deleting them, leaves a model of 447 verts & 367 polygons. I'm guessing that using one of the extended primitives has a starting point was not a good idea.
Again, has an abandoned model, it is not 'finished'.
Game world centering and orientation, game world scaling, optimization (its been mentioned that the model is not optimized).

3) Agreed. Would I have fixed it has part of the finalization process? yes.
Would you be able to tell in game? no.

4) It has what I called, the 'blue thing'. The Blue thing is of a smaller diameter than the top (but not much) and fits in between the gap. The assumption in game, would be that the 'blue thing' (which would glow so everyone knew it was there) supported the top.

5)Nothing, that's why its abandoned, has the original posts states.

6) There must be I know, I just don't have the experience to model it those ways. EA's bumped texture that they use for the GDI pillbox, was never an acceptable solution. I want glorious Max Reactor based sandbag tumbling!

Thanks for your precise pointed notes.

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Robopope99
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Joined: 05 Feb 2007

PostPosted: Sat Aug 01, 2009 10:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

oh my bad for confusing the fact that this is for cnc3 not ra2 or TS- Well in that case you have a loooong way to go my friend. Ill wait for you to post some more work before coming to a complete judgement in that fact but I believe that the guns are a bit more detailed than a hipoly cylinder in Cnc3 IIRC- they at least look convincing. And yes those sand bags need work- I figured Id point out one thing than playing the devils advocate for your entire model.

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Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Sat Aug 01, 2009 11:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Robopope99 wrote:
oh my bad for confusing the fact that this is for cnc3 not ra2 or TS- Well in that case you have a loooong way to go my friend. Ill wait for you to post some more work before coming to a complete judgement in that fact but I believe that the guns are a bit more detailed than a hipoly cylinder in Cnc3 IIRC- they at least look convincing. And yes those sand bags need work- I figured Id point out one thing than playing the devils advocate for your entire model.

You are of course right, they are expressed a lot better than a simple cylinder. I'll experiment and see if showing a barrel feels necessary in game later in the process. If I feel it is, I'll use one of EA's garrisoned weapons.
I'll experiment with the multires modifier on the sandbags.
(3,327 verts Rolling Eyes )

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Joshy
Schwing!


Joined: 13 Aug 2006

PostPosted: Sat Aug 01, 2009 11:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why do people only produce models at the in-game perspective?

What about cinematics people!? Mad

Also, Madin, I suggest you export it to .obj. It's like the universal format for 3d progams. Very Happy

Good first attempt.

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Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Sun Aug 02, 2009 12:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Joshy wrote:
Why do people only produce models at the in-game perspective?

What about cinematics people!? Mad

Also, Madin, I suggest you export it to .obj. It's like the universal format for 3d progams. Very Happy

Good first attempt.

Laughing
I do not have the skill yet to do high detail models!
So it would be better for me to export a .obj? OK I'll do that for my next public model.
GMAX can't import .OBJ though can it?

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Joshy
Schwing!


Joined: 13 Aug 2006

PostPosted: Sun Aug 02, 2009 5:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
I do not have the skill yet to do high detail models!

You'll be there soon enough. Wink

Quote:
So it would be better for me to export a .obj? OK I'll do that for my next public model.
GMAX can't import .OBJ though can it?


Yeah, you should. However, I didn't know GMax didn't support obj. Confused (I used GMax when I first started modeling, but I don't remember anything about it.) If GMax doesn't support it, then include a file format that it does support. (3ds I guess?)

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Sun Aug 02, 2009 6:11 am    Post subject: Reply with quote  Mark this post and the followings unread

I import .3ds into gmax on a daily basis, and if you have some time to kill, you can also download some scripts that will let you export as .obj (although I have never tried importing).

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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Sun Aug 02, 2009 8:15 am    Post subject: Reply with quote  Mark this post and the followings unread

I think it looks ok,any ingames?

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Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Sun Aug 02, 2009 10:21 am    Post subject: Reply with quote  Mark this post and the followings unread

vefbl4 wrote:
I think it looks ok,any ingames?

Has soon has the 'proper' Pillbox is done I'll show screenshots in this forum.

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inzane krazy
General


Joined: 07 Nov 2006
Location: Sketchpad

PostPosted: Sun Aug 02, 2009 12:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

yar, it does look ok, you'll be an awesome modeler before you know it, good luck #Tongue

obtw: the sandbags look like cheeseburger boxes XD

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Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Sun Aug 02, 2009 1:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

inzane krazy wrote:
yar, it does look ok, you'll be an awesome modeler before you know it, good luck #Tongue

obtw: the sandbags look like cheeseburger boxes XD

Laughing
Those Allied GI's are resourceful aren't they? Using fast food packaging has a makeshift defence, genius!
Good thing that they are in a Pillbox and don't have to run from the enemy, those can't have been small burgers....
#Scrambles

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