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War Factory
Moderators: Madin
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Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Sun Dec 01, 2019 8:34 pm    Post subject:  War Factory
Subject description: RA1
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At last! Your allied vehicles will no longer be exiting from the GDI war factory!



For traditionalist, the War factory does not start out with repair drones. However, as soon as you wish, you can upgrade all current, and future War factories, with drones.





That's it!



RA1_Warfactory_10.jpg
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RA1_Warfactory_10.jpg



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Dec 01, 2019 10:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

i have to say it looks a little bit simple
The original one was a tad asymmetric in that the door was slightly towards one side. It had a bricks texture on the sides and only the roof as remap.
The windows look more like some smooth concrete, not a transparent reflective material.

I assume you have to make it that high to have the vehicles fit inside?

In DTA i made the windows a transparent activeanim, so you can see the new build unit inside the factory. Couldn't you do this here as well?



RAWeap.png
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bigger render of the one i made for DTA (i can get away with a lot less details due to the tiny ingame size)
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RAWeap.png



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Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Sun Dec 01, 2019 11:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
i have to say it looks a little bit simple
The original one was a tad asymmetric in that the door was slightly towards one side.

I did notice that, but I in the end I went with mirroring the structure, so that I could use a perfect symmetry for most of the large texture.

Lin Kuei Ominae wrote:
It had a bricks texture on the sides and only the roof as remap.

The in game one? probably, the FMV war factory did not. The roof material continued down the sides. There was rectangular holes, which allowed you to see to what was probably the brick area you speak of.

Lin Kuei Ominae wrote:
The windows look more like some smooth concrete, not a transparent reflective material.

There is no transparent reflective material in C&C3. Transparency can only use the diffuse texture.
The reflection is using C&C3's in-game environment map, which can provide varying results, I need to refine the glass texture more, I am not happy with it.

Lin Kuei Ominae wrote:
I assume you have to make it that high to have the vehicles fit inside?

Yes, that is right.
Lin Kuei Ominae wrote:

In DTA i made the windows a transparent activeanim, so you can see the new build unit inside the factory. Couldn't you do this here as well?

If I use the shader for transparency in C&C3 I would have no specular or reflectivity (environment map) at all.

I do not have as big a problem with simple as some do I guess. I must admit that as I model I am thinking of what work I am setting up for myself at later points in terms of unwrapping, texturing, animating etc. Some structure deserve some complication, others, keep it simple.

Thanks for your comment, I will take it into consideration.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Dec 02, 2019 8:30 am    Post subject: Reply with quote  Mark this post and the followings unread

just checked again, you're right, the side has no bricks texture but remap as well. whoops.
well, hard to tell from the tiny ingame size and they way the RA1 factory was facing almost directly towards the camera
comparison gif


though i think yours could have the roof go a little beyond the wall. Like adding a roof gutter. The roof/wall transition looks a bit too artificial/boxy on your model.

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Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Mon Dec 02, 2019 2:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

I agree.

In the end I could really use someone with an eye for these things at the planning stage, because these are things that I do not think off.


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Dec 02, 2019 3:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

oh, the back side is almost better detailed than the front. nice work there on details that you could never see before.

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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Mon Dec 02, 2019 6:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

There's always the option of getting inspired by RA: A path beyond.
The guys there had to be creative too Smile

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