If I didn't know any better, I'd say 'judgement day' from Terminator just became a reality _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Thu Apr 07, 2016 6:13 pm Post subject:
Oh man, I love it.
One of the things the old CNCs lacked was ruined structures/vehicles, IMO. RA2 obviously made no efforts to make the player think they were in a warzone at any point, but TS would have benefited enormously from stuff like this. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
wow, the detail is awesome.
How did you do this? Do you really modeled all this or do you found a way to reduce the amount of modeling work? (Opacity maps on a simple Plane maybe)
This is truly a wonderful piece of art.
\Edit
crazy mission idea
put this model in a dried out river bed
Objective 1: send 100 engineers into the wreck to repair it
Objective 2: blow up a dam nearby to flood the river and make the carrier operational again. _________________ SHP Artist of Twisted Insurrection: Nod buildings
I see a crate IN that dam _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
I think I'd blow you for free, yeah, this shit is amazing.
My only gripe is that your debris piles, and in general, tend to use a LOT of grey, where IVI's didn't. I'm not saying go for a cartoony look, but a lot of the rubble is indistinguishable. Likewise, a few of those buildings could do with some (fading and flaking) paint.
Holy ztype that carrier and dam though. _________________ Victory! QUICK_EDIT
I disagree, I think the derelict vehicles need some more bright colour and lots of rust. Some should be entirely blackened from a fire with only little rust.
Buildings need some sand or dirt on them, and small grasses or trees growing on that. Life shouldn't be limited to the terrain.
I like how the new one feel more realistic than previous version but it really hard to separate vehicle from environment which is the first one do better I also like grass from the first one than new version but if you want to make it look more like battle field than junk yard I suggest to put some burnt dirt or crater around that area and some tree might help too. QUICK_EDIT
Your aircraft carrier is insane. What I'd love to know is through the steps you presented, you created the detailed model, textured the mesh then preceded to add damage after you had textured it.
This is definitely something i have never come across before, but how do you uvmap an object and then change the objects vertices without affecting the uvmap that you created. every time I do it it ends up screwing up the uvmap. QUICK_EDIT
i use boolean operation in 3ds max
-take your textured model
-create a simple box or sphere and deform it a bit
-select the textured model and use boolean operator to cut or subtract the deformed box/sphere from the model
with cut, you can move the cut out piece to a different place to create a debris. or use subtract to create a hole in the model.
several other things work too, without ruining the uvw-map.
e.g.
-chamfer or adding edges _________________ SHP Artist of Twisted Insurrection: Nod buildings
i use boolean operation in 3ds max
-take your textured model
-create a simple box or sphere and deform it a bit
-select the textured model and use boolean operator to cut or subtract the deformed box/sphere from the model
with cut, you can move the cut out piece to a different place to create a debris. or use subtract to create a hole in the model.
several other things work too, without ruining the uvw-map.
e.g.
-chamfer or adding edges
Thank for advice I also never know that boolean function able to cut out model without mess to their UV this's new for me. QUICK_EDIT
You can also simply add a Edit Poly/Mesh above the Unwrap UVW in the Modifier List & you'll be able to edit it without any problems.
Personally I only use booleans for complex rounded shapes, if it's just random jagged edges I use the slice and detach tools. Of course the great thing about 3DS Max is there is multiple ways of doing everything so experiment & see what works best for you. _________________
Thank you Lin Kuei Ominae and Mig for your sage advice:)
I have known about boolean operations and have messed with them before but generally don't use them as they screw up the neatness of the edges through inefficient edge creation. But I guess they have their uses and afew inefficiently created edges wont have that much impact as they are still effectively tessellated polies, though you wont be able to use convenient edit poly modelling functions like swift loop post boolean. The pointer regarding cut is definitely invaluable as it will make rubble creation really nice.
I had actually never tried to add Edit poly over the top of a uvmap, by force of habit I have always converted into edit poly after any mesh changes, then do UV mapping on top of the final mesh. I guess this is akin to destructive photoshopping by flattening layers whilst still making further changes to the image. QUICK_EDIT
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