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GDI and Nod gates
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Kiith-Sa
Rocket Cyborg


Joined: 26 Oct 2004

PostPosted: Sun Jun 17, 2007 1:12 pm    Post subject:  GDI and Nod gates Reply with quote  Mark this post and the followings unread

Was just bored, so I took the simplest thing in TS to model.
These are supposed to be highest lod GDI and Nod gate models each with 4 levels of damage. Only geometry, no material/normal/UV mapping work.



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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Sun Jun 17, 2007 1:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

the nod one looks very similar #Tongue

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Kiith-Sa
Rocket Cyborg


Joined: 26 Oct 2004

PostPosted: Sun Jun 17, 2007 1:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

GDI one would need at least 1000 tris to look similar enough.
Nod one is much simpler.

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Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Sun Jun 17, 2007 2:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Kiith-Sa wrote:
GDI one would need at least 1000 tris to look similar enough.
Nod one is much simpler.


that's what we have textures for Laughing

and i see you enjoyed the use of booleans

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Sun Jun 17, 2007 4:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

The damage stages sort of give me the impression of a crunced aluminum can, not so much something that has been shelled to oblivion...

Still though, it's nice work

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shinji
AA Infantry


Joined: 10 May 2007
Location: NERV headquarters in EVA-01

PostPosted: Mon Jun 18, 2007 12:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

cool what do they look like ingame though

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Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Mon Jun 18, 2007 12:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

sarpedon wrote:
cool what do they look like ingame though


explain HOW one would see that with a non-existant game ?

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Jun 18, 2007 2:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

wow, four levels of damage? What colors will be used for health bar? Green...yellow...red...and black? Or gray instead of black? I remember that the bibs.shp in TS had four different damage levels, and the last one was gray. Well, it was first frame in the animation.

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Kiith-Sa
Rocket Cyborg


Joined: 26 Oct 2004

PostPosted: Mon Jun 18, 2007 2:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

I didn't use Booleans at all #Tongue.
Blender's Booleans are pretty crappy.
Everything extruded. Damaged ones simply deleted few vertices and fixed the error+moved other vertices Color textures can't make GDI gate look good enough, too, but if there were normal maps...
Why should levels of damage be limited/ linked to colors? If one wants 10 levels of damage, he/she should be able to do it, and differently for every unit in game, with % of damage set per level, perhaps more models per level to be chosen from randomly...

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Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Mon Jun 18, 2007 3:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Kiith-Sa wrote:
I didn't use Booleans at all #Tongue.
Blender's Booleans are pretty crappy.
Everything extruded. Damaged ones simply deleted few vertices and fixed the error+moved other vertices Color textures can't make GDI gate look good enough, too, but if there were normal maps...
Why should levels of damage be limited/ linked to colors? If one wants 10 levels of damage, he/she should be able to do it, and differently for every unit in game, with % of damage set per level, perhaps more models per level to be chosen from randomly...


there are some blender python scripts for good booleans

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Mon Jun 18, 2007 3:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

What models will engine use?

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Pepzi
Plasma Trooper


Joined: 26 Nov 2004
Location: Sweden

PostPosted: Tue Jun 19, 2007 10:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Judeau wrote:
sarpedon wrote:
cool what do they look like ingame though


explain HOW one would see that with a non-existant game ?


Magic ! Neutral

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Jun 19, 2007 11:24 am    Post subject: Reply with quote  Mark this post and the followings unread

No, not magic. But with the power of idiocy!

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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Tue Jun 19, 2007 2:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

gufu wrote:
What models will engine use?


I was about to ask the same, but Gufu was faster.

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Tue Jun 19, 2007 3:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yuri o07 wrote:
No, not magic. But with the power of idiocy!

we're going to ressurect suveyleys?

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Tue Jun 19, 2007 5:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Kiith-Sa wrote:
GDI one would need at least 1000 tris to look similar enough.


Just make it a lengthened triangle + apply the "nibbing"(if that's the right term) with a texture. That's how I'd do it, anyways..

=3
on health bar colors:

green
yellow-green
yellow-orange
red

imo, anyways.. more colors, more sections of those colors.. IE, green, green-yellow, yellow, yellow-orange, red..

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