Not too keen on the font. It's messy, squashed and looks terrible. Keep it to a nice clean font like Tahoma or Helvetica. _________________ Because Banshee saw fit to ban my other account for no reason, this is my new one. QUICK_EDIT
If I increase the spacing or sizes too much it will screw up the skin as the skin is just using the backgrounds to create a illusion of a GUI. QUICK_EDIT
Needs ingame screenshots, VH HVA builder makes things look much better than they are. _________________ Albrecht never dies, he just goes to the nearest bar to regroup. QUICK_EDIT
Needs ingame screenshots, VH HVA builder makes things look much better than they are.
Also the in game voxel renderer makes things look much worse then they are.
How ever I like how it looks in game and I enjoy using my rhinos much more now.
The Ingames Have arrived in the post above!. QUICK_EDIT
I know I haven't been posting much here.
Also the work on this project has been slow at best.
Anyway here's the latest update!
After messing around with some texturing in photoshop this is what I came up with.
I also decided to try my hand at making buildings. These 2 are the first.
A Soviet base expansion building transforming from a vehicle and a new Soviet battle lab.
I'd remove the TS ammo crates from the expansion hub, and remove the Allied Radar piece that doesn't match the rest of the Soviet structure. It could also look a bit better if you could remove the Yuri domes as well. QUICK_EDIT
The crane is good, but I agree with M666 that the ammo crate makes it look messy.
I'm not a big fan of the "New Soviet Battlelab", because it is so different to the other soviet buildings. Personally, I prefer the RA2 original. QUICK_EDIT
The ammo crates probably look off because i resized em after placing them and I also used the sharpen filter on em.
As for the battle lab. I didn't like the boxy lowtech looking sov battle lab so I wanted a more high tech looking version. I have touched up the domes already incase anyone hasn't noticed it was one of the main features that attracted me to its design and the spy sat dish was the only fitting thing I could think of pasting there, instead of that big lower dome. QUICK_EDIT
Just use the prerelease lab if you want more high tech... looks better and works better for balance reasons as well, since the Soviet Lab is already bigger than the Allied counterpart an even bigger structure would be totally unfair. QUICK_EDIT
The sides, with those red stripes are too Yuri formed, you should make them more squared like Soviet structures do. Compare the Psychic Sensor to the Psychic Radar and you know what I am talking about. _________________ QUICK_EDIT
It's too easy to see what ye are saying it's just I don't give a ****. I like it I put a good bit of effort into it and your suggestions have been noted. It's like everything needs to be square... it's a battle lab, a research center, it's where they experiment , where the new stuff comes from and by the story and the tech that you get from a battle lab you would expect yuri to be floating around inside on of these. Thus I'm keeping the slopes, also it wouldn't look as good as it does now (to me) if I removed the slopes and made them all solid angles. It's as if soviets wouldn't be capable of building sloped supports. QUICK_EDIT
LOL! I got the idea after the first mention... (sharp angles).
I still like this more, makes me want to make a battle lab every game on ra2. QUICK_EDIT
It's too easy to see what ye are saying it's just I don't give a ****.
Don't post if you can't take comments. No one wants to see your stuff for the sake of it, your (presumably) posting for advice and advice has been given.
DaRTzO wrote:
It's like everything needs to be square... it's a battle lab, a research center, it's where they experiment , where the new stuff comes from and by the story and the tech that you get from a battle lab you would expect yuri to be floating around inside on of these. Thus I'm keeping the slopes, also it wouldn't look as good as it does now (to me) if I removed the slopes and made them all solid angles. It's as if soviets wouldn't be capable of building sloped supports.
When cut n' paste fails its when its obvious where the parts came from. That structure is obviously Yuri's Command Centre and what's more Yuri's architecture is very different to that of the Soviets. It's all well and good randomly changing graphics but it should at least be consistent to create faction identity.
Much like Nod vs GDI. Yuri's architecture is very fancy, partly to show his greater mental intelligence I'm sure, whilst Soviet structures are more about practicality. Besides that their brick work is just plain different so if you don't at least change that it can't possibly fit in well. QUICK_EDIT
It's too easy to see what ye are saying it's just I don't give a ****. I like it I put a good bit of effort into it and your suggestions have been noted. It's like everything needs to be square... it's a battle lab, a research center, it's where they experiment , where the new stuff comes from and by the story and the tech that you get from a battle lab you would expect yuri to be floating around inside on of these. Thus I'm keeping the slopes, also it wouldn't look as good as it does now (to me) if I removed the slopes and made them all solid angles. It's as if soviets wouldn't be capable of building sloped supports.
Be easy man, they're just comments, they have played RA2 lots of times and that's why they can notice the different building styles of the factions. It doesn't mean your tech lab is wrong or looks bad.
Personally, I love it, and I think it's not bad to have a bit of Yuri's style influence, after all, he worked with the soviets from the beginning of RA2. Keep up the good work, don't stop because of some comments. QUICK_EDIT
To be honest, all your structures look like poop. Sorry.
The least you could do is tell him why you think his work looks bad. It's almost as if you're deliberately trying to provoke him by throwing out bad comments without handing a single word of advice as to what he could improve upon. There is a difference between criticism and constructive criticism. QUICK_EDIT
Crane: Remove the ammo crate, it looks bad.
Tech Center: Make more an effort to have it look at least similar to the rest of the buildings. As is, it's too dark and aesthetically alien to the other Soviet buildings
Armoury: Lighting is sub-par, and the crane on the top makes it look messy.
Apart from that, I have no problems with it. Last edited by Orac on Fri Feb 18, 2011 4:37 am; edited 1 time in total QUICK_EDIT
While I like the concept of that armory structure, I think you should remove Yuri's Launchpad parts from it. Parts from various sides buildings shouldn't be mixed in a way we can notice. _________________ mentalomega.com QUICK_EDIT
And since when are you capable of producing any graphics what so ever?
Because it obviously takes more than a pair of eyes to see what does and doesn't look good?
Quote:
Armoury: Lighting is sub-par, and the crane on the top makes it look messy.
Not to mention the lack of shadow and the back "exit" pieces make the structure look less and less out of the proper perspective.
@Symphonic, Fen:
Quote:
There is a difference between criticism and constructive criticism.
You've gotta at least go the mile and post what you don't like about it, after all I know that PreRA2 graphics don't come out perfect the first time and it's helpful to have more opinions on how to improve them.
@DaRtZo:
Quote:
Go die?
This was completely and totally unnecessary. This is just you trying to make yourself feel better after your artwork was given criticism or something. Either way it's a pretty sketchy thing to say to another member despite his opinion of your work. QUICK_EDIT
This was completely and totally unnecessary. This is just you trying to make yourself feel better after your artwork was given criticism or something. Either way it's a pretty sketchy thing to say to another member despite his opinion of your work.
So saying ''go die'' after some one just says your work is ''shit'' is unnecessary... Good logic you got there.
Can't you just ignore the bs and comment on the ''crappy'' work then?
The back entrance perspective is kinda hard to get right in photoshop. _________________
The lack of shadows, the incorrect lighting perspective, the incompleteness of the building, the repetitiveness of the texturing and the red dots everywhere also tend to kill structures.
There. If dartzo wants real criticism, there you go. _________________ KGR | AT
AZUR
Discord: theastronomer1836
Steam QUICK_EDIT
Thanks for the feedback. As you all keep mentioning the roof.. the crane and the hole have the idea that it's used to lift ammo crates and weapons out of it.
I will try and give them a rework next time I'm at home again.
I'd like to keep the idea of the crane ontop of the armory. Throw some suggestions at me please. _________________
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