I didn't realize how beautiful some of these structures really looked like @_@ Though the obelisk, it still bugs me. The proportions seem off. The base should be bigger or the tower thinner.
By the way, the laser turret looks huge when compared to the obelisk. _________________ QUICK_EDIT
Compared to how the rest of RW's buildings are close to the originals, the obelisk is just too different. That's not necessarily a bad thing, I just don't like how thin the obelisk base looks right now. It should also have a darker texture. There's a reason why the TS Obelisk stood out from the rest of Nod buildings.
I would suggest you flatten the base slightly, stretch the base a bit forwards and its edges just a bit to the back, and give the obelisk a slightly darker tone. Oh and I think the crystal is positioned too far above the tower level, you should reduce that gap.
Too slim, the base needs to be fatter. I can't post any renders atm, but the concept art I could find is pretty close to the final, if not identical. Also note how the obelisk/pillar is not just an inclined column. It has that watchtower/bunker-like protrusion in the back (can be seen on the unused FS FMV "Mech Attack 2").
Too slim, the base needs to be fatter. I can't post any renders atm, but the concept art I could find is pretty close to the final, if not identical. Also note how the obelisk/pillar is not just an inclined column. It has that watchtower/bunker-like protrusion in the back (can be seen on the unused FS FMV "Mech Attack 2").
Are you sure? Because honestly I see no difference in the building colour darkness except for the HoN and Obelisk.
Weapon factory. Others are same indeed but in the end all RW Nod buildings are have same darknes level, as well as GDI one have same brown. _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
I think the edited ingame TS version may have been to prevent the design being direction specific) The originaly design has an obvious front
Which means due to TS/RA2 engine it could look like the building is facing the wrong way around. But I dunno thats just a guess. Maybe they had completely different reasons for changing it
Edit:There also needs to be a better gradient in the obelisk crystal as well as a darker overall texture imo
All in all it just needs tweaking if anything
Anyway I have quickly put together the Obelisks of TS so people can make up their own minds
obels.png
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_________________ Last edited by SMIFFGIG on Thu Apr 08, 2010 10:16 pm; edited 4 times in total QUICK_EDIT
I think it's great that Gangster based TS Obelisk on that one concept instead of the actual ingame appearrance. TS original has to be the worst design of this defense as for now IMO and since ReWire improves Tiberian Sun instead of copying it to YR engine as it was, it is a very nice eye candy.
As for the size comparison between Laser and the Obelisk - I'd say that Nod Tech Center size has always been more of a problem than anything, as far as scaling is concerned... Compare THAT one to the Laser. _________________ mentalomega.com QUICK_EDIT
The only thing i would complain is the selfshadowing of the structures. Especially on the Adv. PP is the shadowed small tower behind the big one imo way too dark.
I would suggest raising slightly the intensity of the ambient light source, so the shadows aren't that dark. _________________ SHP Artist of Twisted Insurrection: Nod buildings
It's...different, for sure. Forget what I said about flattening, the base needs to be somewhat twice the size it's now, and the tower should erect in a lower angle.
From the profile view, yours seems to match the original concept very well, but much of the detailed shape is lost once viewed ingame at the pulled-back, pseudo-isometric angle. (Specifically, I'm referring to the indented details on the base towards the front. Ingame, the base appears smooth despite your profile view revealing that you did include those details.) Maybe those details need to be exaggerated to show up better ingame? Also, both the older and newer versions you posted appear to blend in easily with the pavement terrain due to the majority of the Obelisk using a gray texture. Does it need more details beyond what is seen in the Westwood concept art?
Otherwise, I like where this is going. I'm excited to see what sort of animations you give this Obelisk. I was always fond of the "pop-up" Obelisk firing animation seen in a piece of concept art for this particular Obelisk design. QUICK_EDIT
I was always fond of the "pop-up" Obelisk firing animation seen in a piece of concept art for this particular Obelisk design.
As this would quickly get repetive ingame, it would also loose its good taste. I think the concept art merely shows how the build-up anim was to process. _________________ QUICK_EDIT
From what I remember, one of TS-to-TW total conversions interpreted that concept as two modes for the Obelisk, offensive and defensive or something.
I'll also just leave a small opinion of mine about the new design - I think first one was nicer, in terms of shape and texture. Keep up great work. _________________ mentalomega.com QUICK_EDIT
It's...different, for sure. Forget what I said about flattening, the base needs to be somewhat twice the size it's now, and the tower should erect in a lower angle.
I disagree, we've only seen two versions so far, would it really hurt to make a third? I much rather watch at something that's taken some time (well, with a limit) to finish but is worth it and pleases as many people as possible, than something that's been rushed (read: C&C4). _________________ QUICK_EDIT
Now that's king! Now the last suggestions I can come up with is lifting the flat platform under the crystal much higher towards the crystal, enough so the gap won't appear so large. It could just be me, but how about also making the base just a tiny bit wider? _________________ QUICK_EDIT
Not really, I'm just sick of your head-up-your-own-ass attitude.
The new obelisk is brilliant by the way, even though I never saw much of a problem with the old one. QUICK_EDIT
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