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Allied Skyship
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rickrick
Medic


Joined: 26 Nov 2011

PostPosted: Mon Jan 09, 2017 3:24 pm    Post subject:  Allied Skyship Reply with quote  Mark this post and the followings unread

any suggestions comments i would appreciate it.  Very Happy  Very Happy  Very Happy



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Natit_Titan
Grenadier


Joined: 20 May 2012

PostPosted: Mon Jan 09, 2017 3:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

look nice, hope to see ingame
gif is terrible

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rickrick
Medic


Joined: 26 Nov 2011

PostPosted: Mon Jan 09, 2017 3:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

it looks... pixelated ingame



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jan 09, 2017 3:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

not that bad actually. It has potential to be really good.

-add a second layer of voxel behind the current hull to remove black holes
-manually draw normals to make the surface lighting more smooth
-avoid 1 voxel fine details like those lines and instead give them some manually drawn anti-aliasing effect, by fading them a bit towards the main hull color

-a visible weapon would be nice. so far it looks unarmed or only usable with an invisible bomb bay below the hull. I think some missile tubes on the side (small dark holes on the side of the main front hull) would be nice and then using Aegis cruiser lateral fired missiles.

-a lot of work (without using only a simple rescale), but such thing made twice as big with some big lateral hangar bays and then launching drones would be cool

-a small multi section voxel anim showing some small engine streams would be cool (just copy the section 3 times and give each section a little bit different engine fire effect) or create some kind of warp nacelle with a visible color gradient from front to back which you animate in the multiple voxel sections so the gradient moves backwards while moving.

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rickrick
Medic


Joined: 26 Nov 2011

PostPosted: Mon Jan 09, 2017 3:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

thanks for the tips   Smile  it has guns tho XD just unnoticed.. i'm planning on making a carrier variant with a runway added



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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Tue Jan 10, 2017 12:00 am    Post subject: Reply with quote  Mark this post and the followings unread

I think the arment is quite fine as it is, a sort of flying battleship, though it would be hard to program because there's no RA2 code for that (de facto, everything fires forward)

What bugs me is the front pole, maybe change color or remove...

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rickrick
Medic


Joined: 26 Nov 2011

PostPosted: Tue Jan 10, 2017 2:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

little progress



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jan 10, 2017 2:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

looks better.

Though without the pole it looks a bit back heavy now.
I think a recolored pole would be the better option. (one that doesn't looks like a long cannon barrel)

There are still several new holes in the voxel though, like the black holes in the diagonal fins on the back.
There are also several brighter and darker voxel in the front which i assume is the second voxel layer with different normals that is shining through holes of the outer layer. But it's already an improvement towards the black holes in the first version.

Good work on the smoother textures.

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Sat Jan 14, 2017 1:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hey, I actually very like this one! Good job

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Sat Jan 14, 2017 5:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh man this looks fantastic.Great macro detail.

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malius123
Disk Thrower


Joined: 14 Aug 2010

PostPosted: Wed Jan 18, 2017 11:28 am    Post subject: Reply with quote  Mark this post and the followings unread

was this made in a 3d software then converted using 3ds2vxl.

what are conditions that make the black holes. does it affect voxels in ts, or is it ra2 only.

and final question, is maunally adding anti alias really needed, i use a solidfy modify on my models , its settings plus a user made node setup means that i can set a vertices based outline similar to how cell shading looks. with a few more tweaks it can set to different colours, to mimic the manual aa

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Wed Jan 18, 2017 11:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Make the output slightly too big, then resize it using voxel bounds, even 90% is usually good enough to remove any black holes. I have voxels in my mod shrunk down as far as 66%, though most are 80%.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Wed Jan 18, 2017 3:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

malius123 wrote:
was this made in a 3d software then converted using 3ds2vxl.

what are conditions that make the black holes. does it affect voxels in ts, or is it ra2 only.

and final question, is maunally adding anti alias really needed, i use a solidfy modify on my models , its settings plus a user made node setup means that i can set a vertices based outline similar to how cell shading looks. with a few more tweaks it can set to different colours, to mimic the manual aa


The black holes are from that part of the voxel only being 1 pixel thick a.k.a. hollow.


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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Wed Jan 18, 2017 7:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Good good good design
Is there a blueprint i would appreciate it

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Wed Jan 18, 2017 10:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Both "filling" the voxel and reducing the scale (in voxel properties, not before exporting) will fix the holes.

i like the new design and is much smoother, though no donload yet :v

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