I don't know if I like the brown roofs on the gas station and what not. It doesn't remind me of anything that I would think of in regards to roof material... _________________ You come for the modding but you stay for the Crap Forum. QUICK_EDIT
creators of Tiberian Sun: rewire, I can use their beautiful grounds in my modificaion, global crisis? _________________ los ufos no existen...
PROYECT MOD RA2YR: GLOBAL CRISIS
>>MODDB >>FACEBOOK QUICK_EDIT
amazing progress and very nice models.
Do you have already a preview how the damage frame looks like? _________________ SHP Artist of Twisted Insurrection: Nod buildings
No. Not yet. I am not sure how to MODEL a damage state. Cutting out parts with Compound tool ruin my Unwarp all the time. I can paint it of course, but this is a hell a lot of work, so r006 probably won't feature any damaged states yet. But I promise a build-up-animatimate stuff. _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
"unwarp"? Do you mean texture unwrap? Try to first collapse the unwrap modifier by selecting the model and choose "convert to polygon".
When i use compund objects->boolean to subtract a dummy sphere from the model it works fine. I then only fill the crater/hole with some darker texture. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Yeah very nice. The one thing that really stands out to me (but this is a creative choice) is the clear definition between the building and the bib... there's an obvious black line there that is quite striking but almost cartoony. Depends which way you want to push it but at the moment it seems like a genuinely RA2ified TS rather than a grim remake.
nice one. really accurate to the original model and concept art.
Though since this is bigger than the TS one, the lack of details on the bigger sections is quite noticeable. I would suggest adding a slight bump map of some metal panels so the main metal grey gets a tad more detail. _________________ SHP Artist of Twisted Insurrection: Nod buildings
is the grid roof of the WF transparent (with holes between the grid bars) and you can see when a new unit is ready inside? _________________ SHP Artist of Twisted Insurrection: Nod buildings
is the grid roof of the WF transparent (with holes between the grid bars) and you can see when a new unit is ready inside?
Actuall unit can't be seen for sure. But may be I ll be able to make some nice production anim. Maybe welding flashes. If possible. _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
I prefer the original, black & red instead of the white-red striping on the Nod War Factory and Hand of Nod. The way it's now doesn't look cautionary enough. _________________
Personally, I'd remove the red/white striping from the Hand of Nod (why do people need caution stripes on an infantry barracks?) and switch the Nod WF to yellow/black like the Refinery.
Also, I'd darken all of the dark grey on the Nod structures a tad. _________________
they say, "perfection is not attainable", but damn, you're really close with these. _________________ SHP Artist of Twisted Insurrection: Nod buildings
They must be some of the best damage frames I've ever seen. You know you could use Ares advanced rubble to always leave these remains after the real building is destroyed. QUICK_EDIT
Now that Sane mentions it, I'm thinking a bit: Do you do the same with 3D models? As in, you take the 3D modelled building and later edit it even more to give it that nice render look, or is it all a proper rendering job? QUICK_EDIT
Since none of MAX render may pass a Photoshop editing (you have to build all frames and shadows before converting to SHP anyway) I never miss a chance to apply Unsharp Mask or paint over some more dirt or light reflections if it feels not enough. However I am trying to minimize post-render edits (because later you will have to do same with build up animations and this is too much work). As instead I prefer to load a unmerged multi-layered psd right into Diffuse map. Then I just painting detalied texture in Photoshop and checking how it turs out in max. Painting, switching to MAX, F9, repeat. Dirt, scratches, color correction like contrast or hue shifts - everything should be finalazed on this stage. _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
Very nice technique gangster. You should put up a tutorial for the rest of the community. Everyone can benefit from a tutorial done by yourself, hell it could be a youtube based video tutorial. I know I'd be interested in seeing what your workflow entails. QUICK_EDIT
Very nice technique gangster. You should put up a tutorial for the rest of the community. Everyone can benefit from a tutorial done by yourself, hell it could be a youtube based video tutorial. I know I'd be interested in seeing what your workflow entails.
Uh. I am afraid my english won't allow me to write a good tutorial. What if you post some of your renders and together we will give it a good look? and i'll tell some tricks along the way. _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
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