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Re: [WIP] - My TA re-modeling and re-design
Posted: 22 Jan 2009, 23:31
by Cremuss
hi,
well, thx all for encouragements
@ AF : thx for advices !
@ Zenka : thx :)
@ MidKnight : "did you do any work on the FODB?" > hum ? Do you talk about the website ? it's just drupal cms
The advfus can be found here :
http://cremuss.free.fr/files/ta/armadvfus/
Wow, good job saktoth, the ship looks cool even if the texture is a bit gray and lack of details
cya !
Re: [WIP] - My TA re-modeling and re-design
Posted: 24 Jan 2009, 08:12
by Saktoth
Guess il post here since its really crems model.
Ive been adapting one of his models to a CA missile destroyer. Its is armed with a single banisher-type rocket, and a dedicated AA missile launcher.
Here is the model im basing it on.
The problems with using this model as-is are severalfold mostly because it doesnt have the right weapons. Ive adapted the rear vlaunch rocket pod into a horizontal arcing missile and the forward gun into an AA launcher.
The problem with this is that the central tower is too tall for the missile to shoot over. So ive raised the rear rocket launcher, lowered the central piece, or both.
In the course of this ive also made it shorter, since units that are longer than they are wide arent really supported in spring and really long units will look silly and clip etc.
So here are my designs.
First versions, with one of the central towers basically cut out and a lot of the stuff underneath removed.

Not as tall, more minimalistic, keeping the 3-segmented hull. Shaved the top off the central piece

Most recent version, with more extensive work on re-modelling the rear to be taller. Had to remove the 3 segmented hull system to incorporate the rear and centr more. Gave it an open missile bay (for easier rotation etc).
Thoughts/suggestions? Which design elements to people prefer from which version?
I could change the way the missile destroyer workers, making the missile fire directly upwards and thus keeping the central column, but... it might look kinda odd.
Re: [WIP] - My TA re-modeling and re-design
Posted: 25 Jan 2009, 02:46
by MidKnight
I really like the back missile pod on the latest version!

It loses the cool "dual barrel look" of the old model, but the ship
is slow firing, so i guess it works.
In my opinion, the ship should be widened a bit, at least at the main tower, because it looks kind of odd having a gap in the hull where the tower is. Maybe widen the front section, and keep the others the same?
I liked the hatch, sad to see it gone. It had no real use though, so oh well...
Re: [WIP] - My TA re-modeling and re-design
Posted: 25 Jan 2009, 09:45
by Hoi
Re: [WIP] - My TA re-modeling and re-design
Posted: 25 Jan 2009, 11:23
by Gota
crem's model looks more like a supcom unit Sak's looks more like a red alert 2 unit.
Re: [WIP] - My TA re-modeling and re-design
Posted: 25 Jan 2009, 20:22
by smoth
no yan.
Re: [WIP] - My TA re-modeling and re-design
Posted: 25 Jan 2009, 20:39
by Otherside
yan if you are judging the models by the renders used you are a bigger idiot than we thought O_o
Re: [WIP] - My TA re-modeling and re-design
Posted: 25 Jan 2009, 21:01
by smoth
Otherside wrote:you are a bigger idiot than we thought O_o
such a thing is impossible.
Re: [WIP] - My TA re-modeling and re-design
Posted: 23 Nov 2009, 04:09
by Cremuss
Weeeeeeeeeeeee
Hi
Toyed with something today. About 10hrs of work. Thought you may be interested in. Not done thought.
Wip screens (ingame blender shots) :
HD:
http://cremuss.free.fr/3d/2008/factoryl ... ip1680.jpg
Need some tweaks, more work on the team color integration, sharpening...
gpled textures & model will be avaible soon (you'll have to do the cob script and stuff like that to see it in spring cause i'll not do it ;p)
C&C welcomes
Re: [WIP] - My TA re-modeling and re-design
Posted: 23 Nov 2009, 04:15
by Argh
Very cool

Re: [WIP] - My TA re-modeling and re-design
Posted: 23 Nov 2009, 04:28
by MidKnight
Awesome. You've gotten even better.
Welcome back, how's life?
Re: [WIP] - My TA re-modeling and re-design
Posted: 23 Nov 2009, 05:09
by smoth
I really like it. I am not sure what I think of the tubes going into the glowy part of the tanks but I like it.
Re: [WIP] - My TA re-modeling and re-design
Posted: 23 Nov 2009, 06:04
by AF
I like it a lot, but I assume the units will come out the back, as such what happens when the door opens and theres no inside?
Re: [WIP] - My TA re-modeling and re-design
Posted: 23 Nov 2009, 09:58
by manolo_
cremus its really awesome
Re: [WIP] - My TA re-modeling and re-design
Posted: 23 Nov 2009, 10:54
by bartvbl
looks like a really cool war factor!
Would be awesome to sea it in action!
Re: [WIP] - My TA re-modeling and re-design
Posted: 23 Nov 2009, 11:50
by jeykey
woooow, great!
will we see this in ca?
Re: [WIP] - My TA re-modeling and re-design
Posted: 23 Nov 2009, 15:06
by Cremuss
Hi.
Thanks for comments, I appreciate it
MidKnight > life's good : p, got my driver license some days ago, learning programmation for some months and I'm seeking for a small job now so everything's great ; p. thanks.
Smoth > indeed these tubes going into the glowing part are a mistake, but i'm too bored to fix that : D
AF > there is a basic inside (simple intrude in the mesh), but it's not textured actually.
Ok. Removed the shadeless option on blender and toyed with some lights, spec map, nor maps. I also added some tweaks on the map, and removed the team color but I'll put it back for the next wip shots.
RT screens :
Don't know if spring can handle normal maps :/
Need some last tweaks and the model & textures will be yours.
C&C
See you later
Re: [WIP] - My TA re-modeling and re-design
Posted: 23 Nov 2009, 16:23
by Hoi
Nice :)
The texture looks crispy at some places, can you fix that?
Re: [WIP] - My TA re-modeling and re-design
Posted: 23 Nov 2009, 16:28
by Gota
Nice looking structure.
Amazing by Spring standards.
I think though that its more suited to be something else than a lab.
Re: [WIP] - My TA re-modeling and re-design
Posted: 23 Nov 2009, 16:28
by AF
Its called aliasing, itll happen on any unit if you dont turn on AA
*waits for the argh post on normalmaps*