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[TS] Forgotten Buildings Pack
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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Wed Nov 21, 2018 7:49 pm    Post subject:  [TS] Forgotten Buildings Pack Reply with quote  Mark this post and the followings unread

As I have mentioned, I've been taking another crack at creating things in Blender. DonutArnold's Cycles template has been invaluable for this. I'm rather happy that it's given me good cause to learn Blender in the first place, which has been fairly satisfying so far.

This building pack contains a number of Forgotten structures I'd created for a small private mod. I may go back in to add an animation or two and do more detailing on the damage frames at some point, but they are more-or-less complete. I also will probably continue along this path to create a semi-complete tech tree as I am able. (I already have concepts for the radar and tech center with a half-complete Tesla Coil. It's just a matter of getting it all worked out and textured.)

Included in the pack:
* Utility Shed
* Militia Post
* Guard Tower
* Workshop

I included the art code I used for testing. Other than that, the only particular considerations for rules is that the militia post needs "GDIBarracks" to get the proper exit coordinates. I'll also note that the reason I didn't use green remap much in the icons is due to the limited amount of greens in the vanilla cameo palette (which lead to *very bad* conversions).



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ForgottenBuildingsPackv1.zip
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Nov 22, 2018 8:41 am    Post subject: Reply with quote  Mark this post and the followings unread

the models are quite nice, though maybe a bit on the low detailed side.

Biggest flaw imo is the bad material setup. All materials have a bland default plastic look. No glossiness, no reflection.
There is no distinction between matte concrete or shiny metal parts.

Some noise map to give them less even artificial texturing would help too.

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Sun Nov 25, 2018 2:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the tips! I'll have to see what I can do about varying up the materials more. I'll also need to figure out something for the glossiness/reflection, since I ran into issues with reflectivity (which lead me to making a bunch of rough textures).

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HG_SCIPCION
Gauss Rifle Trooper


Joined: 07 Jun 2013
Location: Perú

PostPosted: Sun Nov 25, 2018 7:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

not sure what is the problem here, the lighting or the materials... but looks weird, but are nice models anyway.

-try using more dirty textures (perfect for TS style)
-add more forms, and repeat in some parts
-check scale of your renders
-use less area for the remap or use textures for the remap zones


Example:

Spoiler (click here to read it):

-3DsMax



nice job and continue!

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Holland
Grenadier


Joined: 31 May 2017

PostPosted: Wed Nov 28, 2018 1:52 am    Post subject: Reply with quote  Mark this post and the followings unread

These are really awesome DarkStorm! Can I give this to CnCnet so we can play with it??

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Thu Nov 29, 2018 4:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Holland wrote:
These are really awesome DarkStorm! Can I give this to CnCnet so we can play with it??


I assume you mean posting them over there? I don't mind. Feel free to do so.

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twistedconversion
Rocket Infantry


Joined: 23 Feb 2019
Location: Egypt

PostPosted: Sun Feb 24, 2019 12:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Where did you get the TS backgrounds? I want them.

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