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WIP -Allied Gate
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BySc
Cyborg Artillery


Joined: 07 Jul 2013
Location: Turkey

PostPosted: Sat Aug 19, 2017 1:46 pm    Post subject:  WIP -Allied Gate
Subject description: I need help
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Hello evyone today Im working on allied gate but I have probleam because of sandbags not looks like WW style anyone have a idea for creating sandbags ww style.



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tomsons26lv
Cyborg Artillery


Joined: 30 Dec 2009
Location: Latvia

PostPosted: Sat Aug 19, 2017 2:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Check ctchig05 in isotem.mix, its about the best example there is on how WW did it as for no reason the sandbags there are massive, guess it could have been scaled up in the last minute
as for material tips you need to make it rougher and thus less shiny, if you use 3ds max you can drop a noise modifier on it and set it to low settings, you might need to bump up the poly count before that tho, after it you can just add optimize modifier reduce the poly count for faster rendering

I did the sand bags seen here and here for the final allied wall with just the Chamfer Box primitive, noise and then optimize

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sat Aug 19, 2017 3:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

All the 3 cells of the gate should be passable when opened. You are trying
to block the 3/4th of the cells on both sides. I don't know whether you
understood when I commented on your Sov. Gate. I haven't tried your gate
but units should be passing over the side structures that you are making.

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BySc
Cyborg Artillery


Joined: 07 Jul 2013
Location: Turkey

PostPosted: Sat Aug 19, 2017 6:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sandbag still ugly.Anyone have idea for allied logo how would be better ?

PS: Still WIP so i can fix ingame size probleam.



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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sat Aug 19, 2017 8:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

The sandbags you had first were fine in size, they needed to be flattened a bit and with a slight noise modifier as tomsons suggested.

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Damfoos
Rocket Infantry


Joined: 27 Mar 2016

PostPosted: Sun Aug 20, 2017 8:49 am    Post subject: Reply with quote  Mark this post and the followings unread

I think the Allied logo shouldn't use remap to be better visible, the pasable space of gates should be wider, and the warning stripes should be more bright, not orange and black but yellow and black. Otherwise nice work.

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BySc
Cyborg Artillery


Joined: 07 Jul 2013
Location: Turkey

PostPosted: Sun Aug 20, 2017 9:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Im using blender and I tried noise modifier and there is a alternatives.



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