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 Forum index » Modding Central » Media Hut
Anti-Surface's WorkCanvas
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Anti-Surface
Vehicle Driver


Joined: 27 Aug 2017
Location: A South East Asian

PostPosted: Sat Dec 30, 2017 3:27 am    Post subject:   Anti-Surface's WorkCanvas
Subject description: I'm just a beginner!
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Hello friends  Smile, ah ... yeah, .. here I am now on my shp work canvas, and I'm here working on some devices in some mod that I'm currently working on for one for my own mod and one for another mod.

I am still an amateur or a beginner and not very experienced in this field (shp), therefore I am posting here, I hope you can give your participation to give responses that may be compliments, suggestions, and constructive and useful criticisms.

And once again I beg for your cooperation, and thank you.


And as my first post : around the beginning of December I just received an order to recreate a classic building that would be familiar to CnC lovers. who was inspired by God to Uncle SAM to Kane and named it "S.A.M. Site".


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Last edited by Anti-Surface on Sat Dec 30, 2017 11:49 am; edited 1 time in total

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HG_SCIPCION
Cyborg Cannon


Joined: 07 Jun 2013
Location: Perú

PostPosted: Sat Dec 30, 2017 5:16 am    Post subject: Reply with quote

Actually is a nice work, hmm... big renders always looks worse than tiny size (for the game).

-I see damaged models, looks some bad, looks too dark and very strange, I prefer just use a dirty texture and bump...

-For the remap zones, I prefer use small objetcs but in multiple objects...

-for the texture, always use some dirty texture, looks more realistic, but just a bit of dirty or damaged.

-is nice see animations... looks fine.

-Make very simple models, and use good textures and use some diferent designs..




Cheers, I see a good future in the 3d stuff here...

ah! you're using 3Ds Max or Blender?

-your friend...

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Anti-Surface
Vehicle Driver


Joined: 27 Aug 2017
Location: A South East Asian

PostPosted: Sat Dec 30, 2017 11:47 am    Post subject:   Reply with quote

HG_SCIPCION wrote:
-I see damaged models, looks some bad, looks too dark and very strange, I prefer just use a dirty texture and bump...
-For the remap zones, I prefer use small objetcs but in multiple objects...
-for the texture, always use some dirty texture, looks more realistic, but just a bit of dirty or damaged.


Thank you HG_SCIPCION, you have opened my eyes, so that I can see my mistakes clearly now.

HG_SCIPCION wrote:
Make very simple models, and use good textures and use some diferent designs..


You're right, i have to be more creativly Smile.

HG_SCIPCION wrote:
ah! you're using 3Ds Max or Blender?


yes, I always using Blender..
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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sat Dec 30, 2017 5:51 pm    Post subject: Reply with quote

you need proper light settings to make it fit ra2 style.

here are some coordinates I use for shp rendering.

camera:-137.067, 0, 79.136
shadow casting light: -205.645, 499.999, 719.176
filling light:-220.468, 143.037,335.995
filling light2:-305.885, -304.538, 304.896

You can change all parameters, but make sure when you render a box it should have this look


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Damfoos
Cyborg Soldier


Joined: 27 Mar 2016

PostPosted: Sat Dec 30, 2017 10:01 pm    Post subject: Reply with quote

Thanks for coordinates, but what are the settings for each light source? As in, intencity and shadow parameters.

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Anti-Surface
Vehicle Driver


Joined: 27 Aug 2017
Location: A South East Asian

PostPosted: Sun Dec 31, 2017 1:27 am    Post subject:   Reply with quote

kenosis wrote:

camera:-137.067, 0, 79.136
shadow casting light: -205.645, 499.999, 719.176
filling light:-220.468, 143.037,335.995
filling light2:-305.885, -304.538, 304.896


Thank you for the coordinates M.Kenosis Smile
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Anti-Surface
Vehicle Driver


Joined: 27 Aug 2017
Location: A South East Asian

PostPosted: Sun Dec 31, 2017 1:47 am    Post subject: Reply with quote

A weeks ago i have an idea to remake the Nod's Harvester from TW, but i don't know full body version of it, i don't know if is it good or no, but i have been planned to make it with slaveminer logic...(invisible slave).


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TAK02
Cyborg Commando


Joined: 28 Jun 2015
Location: formerly Damascus, Syria

PostPosted: Sun Dec 31, 2017 7:06 am    Post subject: Reply with quote

The problem with the invisible slave would be that he can harvest ore anywhere around the 'refinery', not a specific cell. Add in a slave's max mining-range, and... too complex already #Tongue

Also, I'm not sure that the harvesting anim fits.
Re-chk how the TD miners harvest Tiberium in the opening cutscenes of Tiberian Dawn.
If you don't have the game (even tho you should as it's been free-ware for quite a while now) chk the cutscnes on YouTube.
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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sun Dec 31, 2017 7:26 am    Post subject: Reply with quote

Shadow caster:0.6, shadow enabled
filling 1:0.4, shadow disabled
fiiling 2:0.4, shadow disabled
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cxtian39
Jumpjet Infantry


Joined: 11 Feb 2016
Location: The United States of China

PostPosted: Sun Dec 31, 2017 10:39 pm    Post subject: Reply with quote

...and for infantry?
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Anti-Surface
Vehicle Driver


Joined: 27 Aug 2017
Location: A South East Asian

PostPosted: Mon Jan 01, 2018 12:11 pm    Post subject: Reply with quote

kenosis wrote:
Shadow caster:0.6, shadow enabled
filling 1:0.4, shadow disabled
fiiling 2:0.4, shadow disabled

Thanks again for your suggestion M.Kenosis Smile, but sorry i didn't mean to make you be angry, but i don't know if blender (2.66a) have that "shadow caster" option Confused, i'm just beginner yet i don't know that "shadow caster" which have you mean Embarassed, sorry, would you or somebody at there/here show me about that option, please?.
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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Mon Jan 01, 2018 2:32 pm    Post subject: Reply with quote

no such option, but that only means let the light cast shadow;shadow enabled. Kind like that. Im using max, not sure what it would be in blender
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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Wed Jan 03, 2018 4:12 pm    Post subject: Reply with quote

cxtian39 wrote:
...and for infantry?


Shame for a Chinese. Guess you never checked RA2diy.
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Anti-Surface
Vehicle Driver


Joined: 27 Aug 2017
Location: A South East Asian

PostPosted: Mon Jan 15, 2018 12:00 pm    Post subject: Reply with quote

@ M.Kenosis : Ok Thank you M.Kenosis i will try to find another solution about it.

Hi friends in 7/01/2018, i have made an arranged scorpion tank, and it's in original color and not  placed in shp template yet, i haven't added any color or texture yet on it because i feel confused about its colors Confused , so i tried to push myself more away and yeah it just like this..., are there somebody can give me some suggestion how to make it good colored, please? Thanks. Smile


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Mig Eater
General


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Jan 15, 2018 12:19 pm    Post subject: Reply with quote

Never use pure black, it hides small dealing & shadows. Use dark grey so the detailing & shadow have some contrast to them.
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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Tue Jan 16, 2018 7:19 am    Post subject: Reply with quote

So I get my 3dmax light camera set on blender. The software systems are much different, took me hours to get blender working.
Now you just need a blue background plane and some other render anti-aliasing settings, which I didn't find.(because played with blender for only 3 hours or less)

spot.002 energy output can be adjusted to 0.27 to make the rgb level on 3 sides drop as a arithmetic sequence.

Render contrast test are shown by the box.


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