Posted: Mon Nov 19, 2012 11:02 pm Post subject:
Public Design Input
Subject description: Since sometimes you guys are partially right.
This topic is going to serve me as a public face to the development process. Every time a final model is shown, there are gripes by at least a few about how it doesn't match their exact imagining of a piece of concept art or the idea. This topic remove that, but at least it will increase the amount of input I have to work with.
So this is where I will post WIPs. Feedback and suggestions are highly encouraged, and while I can guarantee that some of it will be entirely filtered out I will read through all of it and incorporate things which I like, or which have garnered a reasonable amount of support.
Then I'll render that up into a nice WIP and show that off, and the cycle begins again until I decide to move onto something else.
A word of warning, I've only been using 3D Max for a year or so, and still don't have full control of all the interesting functions (I learned how to subtract a mesh from another mesh today! )
First off is the silo, which has been the source of some contention. I have made some alterations. For comparison, here is a render of it as it stands:
Personally I dislike the whole design of this silo
Although this is an improvement
The main aesthetic of silos imo is the clearly viewable Tiberium and fill level inside
More glass is needed (just say its futuristic bullet proof/bomb proof glass) it doesnt matter, but as long as the design looks cool.
Joined: 18 Feb 2005 Location: Star Kingdom of Manticore
Posted: Tue Nov 20, 2012 2:15 am Post subject:
you should probably rotate the version I made 90 degrees counterclockwise so the read meter can be seen.. _________________ "Reality is a lovely place, but I wouldn't want to live there." -Adam Young QUICK_EDIT
But but. I liked what you did to the first model, the one with a glass roof looks perfect. You can easily see the fill level, yet it's not too fancy-pancy: It's a silo. Can you say the silo in Red Alert was explicitly interesting? _________________ QUICK_EDIT
How about 3 or more cylinder (3dsmax capsule primitives) put flat on the ground, parallel to each other. Then each of them could have a thin transparent area on top. The filling state would be one cylinder after the other. So you can discern very easy between full and empty cylinder. The amount of full cylinder is directly representing the storage level. _________________ SHP Artist of Twisted Insurrection: Nod buildings
I actually like the one in the middle of this pic (open-topped) best:
It has the best readability of all, despite how awesome the other ones look, this is probably the best one you can use. Others either don't look too sturdy/military/GDI or are hard to read. The latest one (TW-like) looks great, but it's hard to read a small meter like that in TS. In TW, it's doable, and storage is higher per silo and refinery, so there's no need to pay attention to the storage as much as in TS.
From a game design perspective, the open-topped version of the original is the most aesthetically readable and functional of all designs. That's why I believe it is the one that should be used. The other variants of the silo that use this same base could always be given other purpose, making this small hexagonal base a streamline design, which design-wise, works for GDI, since GDI is very streamlined. Hexagonal structures also tend to be very sturdy, so this shape communicates sturdyness very well. Streamline sturdy describes GDI very well. QUICK_EDIT
Joined: 23 Mar 2009 Location: Italy,Sicily,Bagheria
Posted: Tue Nov 20, 2012 8:56 pm Post subject:
i really prefer the bunkerish style, since it fit with GDI design. They cannot make weak silos, or tiberium can easly leak out when damaged. _________________
Team : Mentalmeister | Mapper for Mental Omega 3.0
Team : TO Project | Mapper for Tiberian Odyssey QUICK_EDIT
I am looking for any ideas, unusued WW concepts, or whatever for the Nod Stealth Generator.
As good as Blubb's concept is, I am having trouble translating it into a isometric 2x3 structure. Of course I will continue to try and absorb as much of its aesthetic sensibilities, further input is required. QUICK_EDIT
Why not go for a different foundation? Even 2x2 should work, if it doesn't ends up too small. (e.g. a quite tall one) _________________ SHP Artist of Twisted Insurrection: Nod buildings
Foundation size is not really an issue. The stealth gen has been moved down the tech tree to be a reasonably early structure and its power requirements and cloaking radius have been reduced. So anything short of 3x3 seems valid.
The issue is that aesthetically I'm having trouble finding design inspiration. This can be clearly quantified by the fact that I haven't posted a render of it yet
tl;dr: model sucks, need ideas, know that there are lots of people with lots of ideas. Want them.
An hour or two usually, unless I have a really clear idea of where I'm going. And then there's the revision time, animating, and rendering which all add a few more hours.
Trying out a different roof, which in my opinion makes the building a bit more aesthetically coherant. Opinions welcomed.
An hour or two usually, unless I have a really clear idea of where I'm going. And then there's the revision time, animating, and rendering which all add a few more hours.
Trying out a different roof, which in my opinion makes the building a bit more aesthetically coherant. Opinions welcomed.
whoa whoa whoa! both!
you could make the roof as an upgrade, armor upgrade or so, i love both, i can't say no to any of these _________________ Hydraw Art on Facebook QUICK_EDIT
Joined: 23 Mar 2009 Location: Italy,Sicily,Bagheria
Posted: Sat Dec 08, 2012 2:33 am Post subject:
can make the roof red and trasparent? _________________
Team : Mentalmeister | Mapper for Mental Omega 3.0
Team : TO Project | Mapper for Tiberian Odyssey QUICK_EDIT
Well, Cesare, that'd require me to model some interior.
But it is an interesting idea..
My reasoning with the roof is that otherwise the sphere and the rest of the structure are very separate objects, either one functions as a piece of geometry on its own. With the roof there is a contiguous silhouette from one end of the building to the other, encompassing the entire thing. What if I was to shrink the roof down a bit?
Joined: 23 Mar 2009 Location: Italy,Sicily,Bagheria
Posted: Sat Dec 08, 2012 1:32 pm Post subject:
if you make the one red and trasparent,that one will be for Players. Bu maybe, one of these can be of Larger radius, and only campaign usage.
Edit, i still prefer with normal roof, the 2nd one from the left, i don't think that nod want to keep important structures with delicates part in sight _________________
Team : Mentalmeister | Mapper for Mental Omega 3.0
Team : TO Project | Mapper for Tiberian Odyssey QUICK_EDIT
Joined: 23 Mar 2009 Location: Italy,Sicily,Bagheria
Posted: Sat Dec 15, 2012 5:32 pm Post subject:
i think he mean the Mobile stealth generator like the one in Firestorm. _________________
Team : Mentalmeister | Mapper for Mental Omega 3.0
Team : TO Project | Mapper for Tiberian Odyssey QUICK_EDIT
Posted: Sun Dec 16, 2012 1:37 pm Post subject:
Confirmation for Deployed Mobile SGEN
Yap like in Firestorm, coded as mstl. So what the next thing we need are the SGEN tank, in vxl or shp format (assuming non fooling around yet). Strangely, I tend to prefer shp version for some tank models over vxl version that created in lasts years. It seem because modeled using present day 3d modeller. QUICK_EDIT
and as for the stealth generator... just darken the sphere a couple shades, and a smaller roof and i'd like it. _________________ Total Annihilation is the only battle strategy.
my Moddb.com account QUICK_EDIT
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