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Wallpaper
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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Mon Jan 07, 2013 1:13 pm    Post subject:  Wallpaper
Subject description: Command and Conquer: Rewire
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by Katz Smile

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Jan 07, 2013 1:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

New Rewire logo? Maybe the font wasn't a good choice...

Otherwise it's nice.

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Holy_Master
Commander


Joined: 21 Jul 2004
Location: Thailand

PostPosted: Mon Jan 07, 2013 1:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Battle Field Rewire? really nice i love it. to bad you should add more character on pic.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Mon Jan 07, 2013 2:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

I like the emptiness, has lots of imaginative possibilites. With the Banshee and massive amounts of smoke sweeping in behind it seems like they're trying to escape something.

Is there a higher resolution version?

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Wed Jan 09, 2013 9:21 am    Post subject: Reply with quote  Mark this post and the followings unread

in the front of the Banshee there's a white line which makes it look slightly odd.

Otherwise, nice job.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Wed Jan 09, 2013 12:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aye, new logo?...

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blubb
General


Joined: 31 Jul 2005

PostPosted: Wed Jan 09, 2013 1:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

the helmet has the wrong shape, the visor sticks out and it pasted above helmet parts, and the soldier itself looks out of place, meh...it's okay but there are some things still wrong with it.

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OrangeNero
Commander


Joined: 11 Jan 2012

PostPosted: Wed Jan 09, 2013 5:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

bah too battlefield3ish.

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daviperdragon
Soldier


Joined: 31 Dec 2009
Location: MI, USA

PostPosted: Sat Jan 12, 2013 8:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

the font is the only thing i see wrong with this, everything else is of great quality.

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blubb
General


Joined: 31 Jul 2005

PostPosted: Sat Jan 12, 2013 10:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

some things that are wrong with it, however are:

-Visor as commented by me before, sticks out too much and is clearly pasted above the Marine guy and looks out of place.

-The contrast mixing on the Marine, especially on the edited parts like the face/visor is out of control.

-Visor is Located at the wrong place/angle

-Shadows are wrong, both including shadow fade of the marine which from this angle isn't possible.

-Titan sticks out because it has too much contrast and sharp lines that collide with the background, it does look like a miniature and nearer than it should be when the ground isn't as crisp/clear at that range.

-Banshee sticks out, has no shadow that suggests it's low altitude, yet it's size is too big. it looks out of place.

-the marine's backfoot is missing it's shadow

-overall lack of depth

-the overall composition is visually not ideal, left and right is something placed, but the center is free, which looks irritating. look up "golden ratio" or "golden section" wich shows you the utter basis of object placement to avoid the discomfort of an unsettled image.

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Katz
Disk Thrower


Joined: 01 Sep 2007
Location: Russia, Katzburg

PostPosted: Sun Jan 13, 2013 11:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Lol, too much critics for 10 minutes work) You guys are really funny)))

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Sun Jan 13, 2013 11:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Could you please do one with more than 10 minutes spent on it?

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blubb
General


Joined: 31 Jul 2005

PostPosted: Sun Jan 13, 2013 4:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

well it's a nice idea katz #Tongue but a bit more than 10 minutes would have made a great deal of a change into positiveness Very Happy

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Katz
Disk Thrower


Joined: 01 Sep 2007
Location: Russia, Katzburg

PostPosted: Mon Jan 14, 2013 3:11 am    Post subject: Reply with quote  Mark this post and the followings unread

If work get more than small amount of time i'm getting bored and will abandon it

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blubb
General


Joined: 31 Jul 2005

PostPosted: Mon Jan 14, 2013 7:23 am    Post subject: Reply with quote  Mark this post and the followings unread

meh, so there's the imagination, but the lack of patience #Tongue ....that can be trained aswell! Very Happy

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blubb
General


Joined: 31 Jul 2005

PostPosted: Mon Jan 14, 2013 11:56 am    Post subject: Reply with quote  Mark this post and the followings unread

I made my own little composition attempt Very Happy
have fun, use it wherever you want, i know there are also a few mistakes buuut......i go with katz there, i have not as much time to sit on this.



titanbattle.png
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Titan Valley
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titanbattle.png



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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Jan 14, 2013 6:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Some cents:
- The Nod soldier should definitely look the other way.
- Where's the Titan's gun?
- Why are the laser turrets so blurry?
- Why's the Hand of Nod partly burried in the sand?
- I'm pretty sure the Temple should be bigger. Just look at the "Unstoppable" cutscene in TS.

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blubb
General


Joined: 31 Jul 2005

PostPosted: Mon Jan 14, 2013 6:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

-why should the nod soldier look the other way? #Tongue what if they're surrounded?

-look closer, the angle makes it so that it doesn't stick out, but it's there, the original render is the same.

-because the ones in the back are blurry because of the distance, the one nearest because of the resize, of course i could refine that but as i said, i was going with katz

-it's not partly buried in the sand, it's the adjusted angle.

-you sure? because i found the TS temple in the cuscenes to be pretty small, however look at size comparison with the titans, the temple should be somwhere in the middle in the field between them, also...TS buildings, i imagine them to be bunkers with just the entrance sticking out.

-i really wonder why you didn't pointed out the obvious errors like, the arms of the nod soldier #Tongue

still overall, i kind of like it, but i wouldn't put much more time into it, for a TS wallpaper it's more than enough...methinks

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blubb
General


Joined: 31 Jul 2005

PostPosted: Mon Jan 14, 2013 7:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

hope you're happy crim #Tongue



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Crimmy Crammy Crunchynut
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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Mon Jan 14, 2013 8:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Needleshowoff. #Tongue

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lococho
Medic


Joined: 08 Nov 2012
Location: tinta,cusco,peru

PostPosted: Thu Feb 07, 2013 8:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

IS SUPER WALLPAPER!!!!!!!!!!!
Very Happy

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Fri Feb 08, 2013 6:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Why is the Nod Soldier leaning so much forward  with upper body and then legs also look off, if compare to the straight laser turret nearby and so on, it looks weird.

Closer titan needs to be sharper and emphasize its gun...

Hand of Nod should be on even ground, it looks retarded placed on raising elevation.

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blubb
General


Joined: 31 Jul 2005

PostPosted: Fri Feb 08, 2013 7:48 am    Post subject: Reply with quote  Mark this post and the followings unread

ApolloTD wrote:
Why is the Nod Soldier leaning so much forward  with upper body and then legs also look off, if compare to the straight laser turret nearby and so on, it looks weird.

Closer titan needs to be sharper and emphasize its gun...

Hand of Nod should be on even ground, it looks retarded placed on raising elevation.



-Try running like a stick, so yeah, it's pretty much in motion.
and yeah it might look off at first, but the foreground is going downhill instead of being a flat surface.

-titan is on the heigh of the foreground laserturret and hass basically the same crispness as the LT, the gun however may need a bit of work since it's hard to notice.

-never had the feeling it might look retarded, cause real life terrain isn't always flat, who's the rule that the HoN can't be partly go into a hill?


yeah, it needs fixing overall, but what you're pointing out is not really an issue.

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lococho
Medic


Joined: 08 Nov 2012
Location: tinta,cusco,peru

PostPosted: Fri Feb 08, 2013 1:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

is true that in real life is not built on a flat, and why do not more shadows generated by the explosion?

There should be more shadows and more reflaccion to metals.



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blubb
General


Joined: 31 Jul 2005

PostPosted: Fri Feb 08, 2013 1:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

impossible with the distance and lightning setting, it would be, in anime tough.

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lococho
Medic


Joined: 08 Nov 2012
Location: tinta,cusco,peru

PostPosted: Fri Feb 08, 2013 7:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

mmmm ... but because red light is so intense and because the light of the explosion would not generate anything more on that light?



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blubb
General


Joined: 31 Jul 2005

PostPosted: Fri Feb 08, 2013 7:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

no, it wouldn't red light is negative, it's not lighting up, it's darkening, every other lightsource nearby would get dimmed by it, it's absorbing rather than reflecting.

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