How about making it OpenTopped?
Then you only have to add a few extruding gunports all over the body.
Though i'm not sure what happens with the passengers when you deploy it again. _________________ SHP Artist of Twisted Insurrection: Nod buildings
How about making it OpenTopped?
Then you only have to add a few extruding gunports all over the body.
Though i'm not sure what happens with the passengers when you deploy it again.
Basic rule of thumb: You can't combine two different deploy functions. One of them will always take priority over the other, not sure which one it would be in this case. _________________ QUICK_EDIT
How about making it OpenTopped?
Then you only have to add a few extruding gunports all over the body.
Though i'm not sure what happens with the passengers when you deploy it again.
Basic rule of thumb: You can't combine two different deploy functions. One of them will always take priority over the other, not sure which one it would be in this case.
he's right i've tryed having both passenegers and deploying, doesn't work QUICK_EDIT
How about a Conyard with a defense system: crane swings the crate like a lasso and throws it in a high arc towards the enemy. _________________ SHP Artist of Twisted Insurrection: Nod buildings
ive lost interest in the mobile walking factory
on the plus side, i have finished the ConYard!
really, oh well thats a shame hope you regain intrest at some point Last edited by dodgevipergts on Mon Feb 11, 2013 9:24 pm; edited 2 times in total QUICK_EDIT
You should remove the ramp in front of the War Factory, it might look odd because it's just visual - the units won't actually move along it. _________________
^^or rotate slightly the whole building so the ramp is parallel to the tiles, giving only the impression of the units moving the ramp down. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Maybe it would look even better if it's not straight like that?
How do you think the telescope arm should work if it's not straight?
@Imp: the hatch that slides to the side before the crane comes up should be a tad higher in the z-axis. Right now it looks a bit too much like a flat 2-dimensional plane. _________________ SHP Artist of Twisted Insurrection: Nod buildings
If he is, he should diversify the lighting on the recent ones like additional roof glow on the metal as it looks much the same all across now. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Mar 30, 2013 11:51 am Post subject:
They are still being worked on.
The originally shown set will be AS-specific art, latter will be featured in ImP's mod. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
time to revive this thread also
ive decided that i will make a custom MCV for the building set and it will also have the MCV to ConYard deploy animation
also im aiming for some darker textures like on barracks and warfactory
MCV should be positioned in the center of the building, not at one of the corners. Your buildup would look odd ingame as the mcv jumps from one position to another right as the buildup animation starts. _________________ QUICK_EDIT
Wow these are really nice especially the con-yard one ,planing to convert the truck from 3DS to vxl ?
Yup
DarkVen9109 wrote:
Mehn THIS IS SO AWESOME!!!!!!!! Especially that last pic
Thanks
Starkku wrote:
MCV should be positioned in the center of the building, not at one of the corners. Your buildup would look odd ingame as the mcv jumps from one position to another right as the buildup animation starts.
damnit!
you could've said something on IRC when i showed the animtaions there _________________ <----- Clickable QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Jul 09, 2013 1:42 pm Post subject:
NIce job on these, ImP. Keep going forward. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Jul 16, 2013 10:08 am Post subject:
lol @ LKO. This is an SHP, not a voxel, you can't complain about to use false normals here. You're welcome.
ImP, anims ended up quite good. Tonight I'll be on IRC. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Looks good, though the radar dish should move around more.
Lin Kuei Ominae wrote:
I was recently told that I'm picky and never pleased, so I ask before, do you want some constructive criticism?
If not, you get from me the nowadays standard ppm answer too: "nice work".
Please choose one of three replies:
Code:
1. omg awesome
2. SPOTLGIHT!1!
3. relese pls
_________________ Last edited by Crimsonum on Tue Jul 16, 2013 10:12 am; edited 1 time in total QUICK_EDIT
@GD i gave some ideas how to improve the voxel too.
@Imp: i'm just posting the points i noticed (might look like a long list, so don't be offended)
the ground hexagon cell shape texture should be smaller. It makes it look cartoonish. Also keep a consistent size on all buildings, so at least the buildings have a consistent size towards each other.
the concrete front/rear "round" arc of the conyard has 5 parts, i think a real round shape would be better (it looks like a low poly model, than an intended design feature since many other parts are really round too)
the buildup anims only use "raise from ground" or "rotate into view" as effect which look quite repetitive and simple. Especially a fully assembled crane raising through the ground looks bad. Instead use a "slice-plane" that moves upwards from ground and which has the part above it removed. Then it really builds up from ground to the top.
the shadows are too weak. A 50% darken effect for the shadow is necessary to match the other ingame shadows. With that stronger shadow, the models should also get a much higher contrast
the materials use very simple light settings. As SHP you are free to give them nice reflections, metallic surfaces, bump maps and other nice details (e.g. give concrete and metallic parts different light settings too, not only a different texture). Many of these are just a quick change of the glossiness parameter and others in the material setup.
the textures are very clean/simple. To reduce a bit the clean plastic look, you should add a Noise map to them with a brown/grey in one channel and in the other your current texture. This way the buildings get a nice random texture and you can adjust the strength of the noise so it doesn't looks to prominent and dirty. Bumpmaps to give the surfaces more depth would be nice too.
aim a tad more realism: parts coming out of nowhere or vanishing into the ground looks bad. e.g. add a small dark line at the base of the sliding conyard door, so it looks like there is a pit into which it slides. Or give the conyard fans some interior in the cylinder, not only a black texture between the wings of the fan.
the conyard crane is very simple too with only a box as ground, cylinder as joint and another box as arm. Try adding more detail to it by using a real robotic arm as reference.
use less standard shapes like cylinder/boxes. It gives it a low poly look. e.g. the conyard/warfactory fan cylinder could get a lot more detail by only a simple change like chamfering the top a bit, extruding/intruding a few polygons on the side etc. Chamfering some edges of other parts also raises the detail and realism. (a brick wall bumpmap can also help giving them more detail)
please don't make WW mistake of using one color remap. Use a remap colored texture which follows correct the lighting of the rest of the model.
add small details for better size perception. The barrack with the small windows is great, give one or two of the windows as a recurring detail to other buildings too. Then their size is a lot better appreciable and big buildings like the conyard appear also much bigger when you have small details as reference.
The darker previous set was much better imo as it had a lot of the mentioned things fixed already.
P.S. for the gifs use in future a higher frame delay. They play very fast which makes it hard to see details. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Yeah, Idk why you scrapped the old conyard arm, I like it alot better. I mean, if you're gonna make a new conyard and not just a re-make, why not strive to make it function and look better than WW?
Sorry to repeat everyone else, but I think it needs to be said that it does look low poly. Otherwise, you make a really great looking buildup and animations honestly. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
yes these are low poly cuz i used Generals buildings (kinda like 3d CnP ) to make these
as for the darker previous set, i will continue working on it after i finish these GenStyled buildings
also, thanks LKO!, i'll see what i can do about some of those points _________________ <----- Clickable QUICK_EDIT
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum