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 Forum index » Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Rendering units in 3DSMax for RA2/YR (You Tube)
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HG_SCIPCION
Cyborg Cannon


Joined: 07 Jun 2013
Location: Perú

PostPosted: Wed Oct 30, 2013 11:11 pm    Post subject:   Rendering units in 3DSMax for RA2/YR (You Tube)
Subject description: ehhhm..... well
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well, friends..... this tutorial is my video..... enjoy?

https://www.youtube.com/watch?v=z5WxgE2J6QY





Smile  Rolling Eyes

sorry!!!!


RENDER UNITS RA2 by SCIPCION v1.0.max
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 Filename:  RENDER UNITS RA2 by SCIPCION v1.0.max
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Key Words: #Tutorials #SHPs #3DModels #Graphics #Media #3dsMax #XnView #OSSHPBuilder #RedAlert2 #YurisRevenge #OpenRA 

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ViPr
Gauss Rifle Trooper


Joined: 30 Dec 2004

PostPosted: Thu Oct 31, 2013 2:24 am    Post subject: Reply with quote

Extremely too much human labour required, even with just 8 facings which isn't enough. Plus there is not much point in using SHP over VXL if you are not going to use super-sampling, but then that will create a nightmare with the team colouring, and I don't think there is an automated way to deal with that yet which is just going to add even more human labour requirement. Much more actually, according to my information.

I wish people would apply this much enthusiasm into writing a 3DS Max script that will just do this whole thing automatically.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Thu Oct 31, 2013 3:00 am    Post subject: Reply with quote

Didn't raminator & DonutArnold make one already?
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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Thu Oct 31, 2013 7:11 am    Post subject: Reply with quote

so I understand why few shps have been made.
My way of infantry production is some 5 times faster.

But my max is chinese. I'm afraid no one will be able to understand, if I finish another faster tutorial.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Oct 31, 2013 7:20 am    Post subject: Reply with quote

rotating the view is a definitely no-go. Especially since in such a manual way you don't get exact 11.25° (for 32 facings) or 45° steps.

Use a camera, then animate the cam and let it rotate around the model.
The TI cannon cyborg has around 1000 frames, which take about 50 seconds to render. Then another 5 seconds to convert into SHP.
The most time consuming part is rigging and animating the model.
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SHP Artist of Twisted Insurrection:  Nod buildings

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

Tools
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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Thu Oct 31, 2013 9:17 am    Post subject: Reply with quote

@Atomic_Noodles: it's actually Raminator who has made the script to render animated units. I've only made a template to render buildings (and units, you just have to rotate them manually :p ).

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Thu Oct 31, 2013 10:48 am    Post subject: Reply with quote

where is this script?
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I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder

http://www.ppmsite.com/forum/viewtopic.php?t=27714

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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Thu Oct 31, 2013 10:59 am    Post subject: Reply with quote

Here: http://raminator.ra.funpic.de/shps.htm

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Thu Oct 31, 2013 11:14 am    Post subject: Reply with quote

edited this.............sorry, i don't have glasses i missed the 2nd one....
_________________
I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder

http://www.ppmsite.com/forum/viewtopic.php?t=27714

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DarkVen9109
Pyro Sniper


Joined: 02 Nov 2012
Location: Philippines

PostPosted: Sat Nov 02, 2013 3:10 pm    Post subject: Reply with quote

LKO, how many days, etc etc it took you to finish making Tachyon Cyborg?

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HG_SCIPCION
Cyborg Cannon


Joined: 07 Jun 2013
Location: Perú

PostPosted: Wed Nov 06, 2013 1:21 am    Post subject: Reply with quote

ehhhmmmm.... well :/

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Nov 06, 2013 10:34 am    Post subject: Reply with quote

DarkVen9109 wrote:
LKO, how many days, etc etc it took you to finish making Tachyon Cyborg?

creating the 3d-model about a week (with about 1-2 hours work per day)
rigging about 1 hour
creating all animations about 30min-2 hours (was a bit trial and error)
then only copying the animations 8 times and rotating the camera 10min
rendering the 1166 frames about 50seconds
converting to SHP 5-10seconds

If you have a day free, a lot of enthusiasm and work non-stop, a clear plan what you want, such a unit can be done in one day.
Trial and error for finding the best shape and anims, bugfixing and finding the right textures is often the most time consuming part.
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SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
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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DarkVen9109
Pyro Sniper


Joined: 02 Nov 2012
Location: Philippines

PostPosted: Wed Nov 06, 2013 12:14 pm    Post subject: Reply with quote

But generally speaking it requires human labors for making an infantry in 3DS max right?

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Wed Nov 06, 2013 1:27 pm    Post subject: Reply with quote

Uhhmm yes unless your a cyborg,mutant or alien or something...
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deathreaperz
Commander


Joined: 20 May 2013
Location: Creativity Corp, ID Division

PostPosted: Wed Nov 06, 2013 2:13 pm    Post subject: Reply with quote

can someone please tell me how to render units clearly and have excellent results!?
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