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Author Topic: Vechiles  (Read 73978 times)
ChromeAngel
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« Reply #15 on: February 06, 2006, 10:46:49 PM »

Just to be on the safe side in future, post links to forgeworld & GW images rather than embed the images themselves, otherwise it reads like we are stealing their bandwidth, they dont like that.

No need to keep labouring the polygon reduction on the rhino (unless their is a whole mess of the back/underisde).

I'm not sure the door iconography needs to be modelled, it's not that deep, a normal map and a decent skin would do the trick just as well.
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migb
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« Reply #16 on: February 06, 2006, 10:50:55 PM »

The Land Raider is already done - by my hand - unless something have happened to the file I gave Chrome that I don't know about.

But go ahead with the rest of the variants.
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Typheron
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« Reply #17 on: February 07, 2006, 12:53:20 AM »

Not to be a party pooper but by RS and RS2 modeling standards theres still work to be done on the land raider model, the skin still needs work, the main hull lacks detail such as the paneling its famous for (and raider was the first new 40k model for the SMs to use that style which is now standard for all SM vechiles) and the las cannon spontoons still need tweeking as well as the models overall proportions.

got to keep the standard up, so if anyone else wants to have a go at the landraider there welcome too try and best Migbs efforts, or aid him in refining it which would probably be better since hes put a lot of work in thus far.
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migb
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« Reply #18 on: February 07, 2006, 03:06:46 PM »

Yes, Typh is right.
It's not quite finished, but it would be far easier to compleate what I did than making it from scratch or a rhino.

I am unable to work at it, so anyone (preferably someone who works in XSI modtool, as that's the format it's in) can have a shot at finishing it.
Just ask Chrome for the files.
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Tortured_Soul
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« Reply #19 on: February 07, 2006, 04:55:50 PM »

chrome could i have a look at migs LR model, i'll have a go at polishing it up for you

@chrome: no bother i'll bear that in mind in future, I#m going to reduce the polycount on the model anyway just so that it doesn't look shabby and trust me the iconography wil need ot be modelled other wise it'll just look terrible
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Rebellion
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« Reply #20 on: February 07, 2006, 05:42:17 PM »

Arent we doing any Leman Russ tanks? Or are they strictly Imperial guard?
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Tortured_Soul
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« Reply #21 on: February 07, 2006, 06:53:49 PM »

okay, so i've finished to optimising and the iconography, ungortunatly the iconograohy that i've done outs the poly count to a grand total of 3921 which i think is probably too high.

I'll be honest i don't like that iconograpghy that i've done but maybe it'll look better after it's textured.

it's your call do you want the iconed one non-iconed one or both?
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ChromeAngel
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« Reply #22 on: February 07, 2006, 06:58:02 PM »

Rebellion, a leman russ would also fit the setting.

Tortured_Soul, One with and one without would be good.
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Typheron
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« Reply #23 on: February 07, 2006, 06:59:51 PM »

It should be noted that in our current line of thinking there will be, for a while, no useable tanks as were working towards makign the squad style gameplay work first.

Also theres a change that there dont be any useable tanks at all, as how would the nids take them out?

there may be AI ones as spawn protection like the way the thunderhawk will work, but this could change depending on how things go later on.

Although it will look good as a scenery piece or AI guard.

As for the IG< they may show up layter purely as AI to help flesh out the battles.
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Tortured_Soul
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« Reply #24 on: February 07, 2006, 07:02:35 PM »

Can someone give me an email address that i can send the files to then?

Also what format do you want them in?
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ChromeAngel
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« Reply #25 on: February 07, 2006, 07:13:25 PM »

Please send your contributions to me@chromeangel.co.uk

Models should be in 3DS or HL2's SMD format.

Materials MUST be size to powers of 2 (16, 32, 64, 128, 256, 512, 1024, 2048, 4096)

The should be compiled and scripted for use in the folder heirarchy bellow /materials appropriate to it's use. eg skins should be in /models

Each submitted should consist of at least 3 files :
    * PSD containing the source, preserving any layers use to create it
    * VTF compiled for use in source
    * VMT shader script, for use in source, reffering to the VTF
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Tortured_Soul
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« Reply #26 on: February 07, 2006, 07:35:52 PM »

okay so i've sent you the wrong format hopefully you should be able to open up LWO files. I don't know anything about how bone's etc need to be set up for the model to work so i'll leave you with the LWO for now.

Hope you like

I was speaking to typheron about animating. I can't animate, YET. I said i'd have a look at animating once i'd finished to models
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Tortured_Soul
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« Reply #27 on: February 08, 2006, 10:48:25 AM »

Okay i've done the optimisations you sent me, i'va also fixed a problem the tracks that i saw last night.

The normal rhino stand at around 2900 polys now
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Tortured_Soul
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« Reply #28 on: February 09, 2006, 03:07:15 PM »

Just a wee update for you all, after some more optimisation suggestions the rhino model now stands at 2066 polys. and somehow the quality hasn't been lost  :shock:  Cheesy
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migb
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« Reply #29 on: February 09, 2006, 04:40:11 PM »

nice
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