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Terran refinery [RA2/YR]
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HG_SCIPCION
Gauss Rifle Trooper


Joined: 07 Jun 2013
Location: Perú

PostPosted: Wed Mar 30, 2016 5:11 pm    Post subject:  Terran refinery [RA2/YR]
Subject description: Civilian building
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Laughing

-no cameo
-no build up
-no animations



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TERRAN_REFINERY.shp
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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Mar 30, 2016 5:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tech Refinery, anyone? Awesome job. Smile

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Wed Mar 30, 2016 5:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Funky...

The damage frame is a good start, but it needs some photoshoppery finessing Smile

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Mar 30, 2016 6:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Good job HG

Agreed with G-E on the damage frame.
Try this to create scorch marks (the 3ds max way)
-create a sphere
-Deform the sphere to X100,y100,z1 % the size (make it flat)
-apply a Noise modifier on X and Y (not Z) to make the vertices move a bit in random horizontal directions (when the sphere has a radius of 20, the Noise can also have a max random value of 20 for X and Y)
-apply a 10% (or less) transparent texture with a simple black color to the sphere (sometimes even 2% is enough to darken the model under it)

now place the sphere (rotate to align it to the outer hull) close in front of the model on the damaged parts

The transparent random deformed sphere will create nice dark scorch marks and give some nice added details
You can copy the sphere as often as you want, adjust the Seed value of the Noise modifier to give it different random shapes and use a different Scale for each of the "damage spheres".

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