Ska-Ara Posted April 12, 2015 Share Posted April 12, 2015 (edited) My actuall Progress Buildings: Allied Powerplant - Without Interior Soviet Tesla Reactor - Without Interior Allied Ore Ref - Without Interior Soviet Ore Ref - Without Interior Allied Barracks - Without Interior Allied Warfactory - Without Interior Soviet Warfactory - Without Interior Allied Airfield - Without Interior Allied Pillbox - Placeholder M240 Allied Patriot Allied Prismtower Soviet Tesla Coil Vehicles: Grizzly Tank IFV - Repair, Missiles, Psychotic, Gunner Mirage Tank Prism Tank Alpha Footage: Im happy about EVERY Comment here Credits: All Allied Buildings, All Soviet Buildings except the Tesla Coil from Kevin Mier - Ska-Ara Soviet Tesla Coil by hm Shark, Metamind09 Texture of the Grizzlytank by Renegade X / Havoc89 Sandbags by 3D-Regenerator Some Graphics and SoundsWestwood Studios/EA M240 Machinegun (Pillbox) by Nutpaul Edited March 27, 2016 by Guest Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Nielsen Posted April 12, 2015 Totem Arts Staff Share Posted April 12, 2015 "Alarmstufe Rot 2" ^ That is hilarious, reminds me of being in Germany a long time ago and reading "Stirb an einem anderen tag" or similar which filled the entire "Die another day" film poster... barely any space left for the actors On the surface the models look good, clean and well rendered versions of the RA 2 buildings, well done! Quote Link to comment Share on other sites More sharing options...
Ska-Ara Posted April 12, 2015 Author Share Posted April 12, 2015 "Alarmstufe Rot 2"^ That is hilarious, reminds me of being in Germany a long time ago and reading "Stirb an einem anderen tag" or similar which filled the entire "Die another day" film poster... barely any space left for the actors On the surface the models look good, clean and well rendered versions of the RA 2 buildings, well done! Yea haha its often such hilarius translation But i have to say.. "Alarmstufe Rot 2" sounds for the most Germans more dangerous then Red Alert 2. What you mean with Die another Day i know very well look here.. Die Hard .. in germany Stirb Langsam Die Hard with a Vengeance : Stirb langsam jetzt erst Recht! A Good Day to Die Hard - Stirb langsam – Ein guter Tag zum Sterben eieieie but i think German is a good hard language for the RA universe.. shame that we are there just some sidekicks To the Models: THx alot for this Comment its the first time i start a "mod" in another Country I do my best to make the Models look such accurate i can. i look at the pictures of the buildings in photoshop to make a big zoom and brighter them up to see some hidden details to hear that the models look good so far is a big boost for me thx alot for this! in this case i have a question for you i know that rx just uses Air,Vehicle,Soldier fields, raffenery and some others.. my question is know.. is it possible to make some more buildings with varius functions? f.e repair field for repiaring, or battle lab for enabling some extra units? and is there a possibility to "build" new structures after X mins or let them building by "spending" some credits ? Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Nielsen Posted April 12, 2015 Totem Arts Staff Share Posted April 12, 2015 I think that's all possible but you'd have to ask the programmers to be sure. Quote Link to comment Share on other sites More sharing options...
RypeL Posted April 12, 2015 Share Posted April 12, 2015 With the SDK you can do everything we did and more. Since we were able to make our own buildings you will obviously be able to make your own buildings aswell. Quote Link to comment Share on other sites More sharing options...
XD_ERROR_XD Posted April 12, 2015 Share Posted April 12, 2015 Good luck dude! I would love to see some RA2 Nostalgia inside Renegade X! *drools* Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted April 13, 2015 Share Posted April 13, 2015 Looking really awesome!!Keep up the good work, looking forward to this! Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted April 13, 2015 Totem Arts Staff Share Posted April 13, 2015 Looks awesome, but I have to admit that the smoothness of the model worries me. How much verts used to make a single building there? Just asking since you never said anything about this being Hi-Poly or Low-Poly Quote Link to comment Share on other sites More sharing options...
Ska-Ara Posted April 13, 2015 Author Share Posted April 13, 2015 Looks awesome, but I have to admit that the smoothness of the model worries me. How much verts used to make a single building there?Just asking since you never said anything about this being Hi-Poly or Low-Poly Its hard to say if im hi or low poly.. i try to make them accurate like RA2 not really "realistic" but in this case.. every building has about 5.000 -15.000 polygons. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted April 13, 2015 Totem Arts Staff Share Posted April 13, 2015 Oh, that's just about right. Not sure though. The current Barracks looks like the exterior could be created with about 2000 But naturally you would need to make both Hi-Poly and Low-Poly. High Poly for Normal map projection and Low Poly for in-game model Quote Link to comment Share on other sites More sharing options...
Ska-Ara Posted April 13, 2015 Author Share Posted April 13, 2015 probably yea. But how i said im aa hobby artist.. so not all what i make is "pro" like like renegade x so dont expect that my work will have the same " level" as these from the original RX well see how i looks at the end and if is good enough to play with Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted April 13, 2015 Totem Arts Staff Share Posted April 13, 2015 Yeah, just stating game 3D model essential here. Modelling for game is more complicated than rendering for images or videos. Quote Link to comment Share on other sites More sharing options...
Ska-Ara Posted April 13, 2015 Author Share Posted April 13, 2015 i can just say that i do my best to make good stuff in i good time. Im Sure at the end some ppl say "hmm thats not soo good.. and this could be better" but thats normal. We will see later if the Stuff is good what i made or not But at this moment i think its not bad what i make so lets move forward Btw: Finished Ore Raffinery Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted April 15, 2015 Totem Arts Staff Share Posted April 15, 2015 Looks good and detailed. Still wondering about PP's door though Quote Link to comment Share on other sites More sharing options...
Ska-Ara Posted April 15, 2015 Author Share Posted April 15, 2015 Looks good and detailed. Still wondering about PP's door though i think i set the pp interior in one of this "walls" not be really sure now today i made this Allied Warfactory.. its finish.. but i dont know why.. im not really happy with this.. maybe i rework this later.. probably i know then what i dont like on it Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted April 16, 2015 Totem Arts Staff Share Posted April 16, 2015 I know we don't have much problems with RA2 because it's mostly 2D... But maybe you need to consider raising up the ceiling. Prism Tanks are quite a tall thing Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted April 16, 2015 Totem Arts Staff Share Posted April 16, 2015 I know we don't have much problems with RA2 because it's mostly 2D... But maybe you need to consider raising up the ceiling. Prism Tanks are quite a tall thing Also, that roof is supposed to be able to open when the Nighthawk transport comes out. Make it a different object altogether. Same goes with Barracks' door actually Quote Link to comment Share on other sites More sharing options...
Ska-Ara Posted April 16, 2015 Author Share Posted April 16, 2015 yea your right^^ but i thought that the "aircrafts" could be make in the Airforce Command Headquarters, so its seperated from the War Factory. because the height .. i think you said an import thing.. the Prism tank is realy much high.. now its the question.. raise up the Building.. or let the tank start with an " lower tower" which raises up after he left the Building..(think thats the more realistic way) but that i just can see if i made the tanks and resize all the building Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted April 16, 2015 Totem Arts Staff Share Posted April 16, 2015 Or you can just use the in-game tanks as reference. Won't be too far off. Besides, if the polys are just about 5000, the game engine would handle it fine Also, you might want to avoid doing that. By lore, Soviet does not have 'Helipad' buildings unlike GDI and Nod in Tiberian Sun and TS:Reborn Quote Link to comment Share on other sites More sharing options...
Ska-Ara Posted April 16, 2015 Author Share Posted April 16, 2015 Or you can just use the in-game tanks as reference. Won't be too far off. Besides, if the polys are just about 5000, the game engine would handle it fineAlso, you might want to avoid doing that. By lore, Soviet does not have 'Helipad' buildings unlike GDI and Nod in Tiberian Sun and TS:Reborn true true.. hmm...mhh..mhm..hmh lets see when where at the end.. of the "creation line" then i can rework some ideas and so on.. at this moment i just need the aircraftfield for the allieds.. then i start to make the Pillbox/Patriot/Prismtower i think its enough for the allied building line after that.. i have to look hehe ^^ i got much time so i dont need so push ^^ but if anyone wants to help i would be happy.. i could need someone who is handy with udk or handy with making textures Quote Link to comment Share on other sites More sharing options...
Ska-Ara Posted April 19, 2015 Author Share Posted April 19, 2015 two new Buildings Allied Airfield - Without Interior Allied Pillbox - Placeholder M240 Quote Link to comment Share on other sites More sharing options...
ZeroDictator Posted April 20, 2015 Share Posted April 20, 2015 They look awesome! Keep up the good work Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted April 20, 2015 Totem Arts Staff Share Posted April 20, 2015 Allied Pillbox - Placeholder M240 Mind sending me this as an FBX or OBJ? I need to practice my Normal Mapping skills and this seems like a good start. Don't worry about the MG btw Quote Link to comment Share on other sites More sharing options...
Ska-Ara Posted April 20, 2015 Author Share Posted April 20, 2015 Allied Pillbox - Placeholder M240 Mind sending me this as an FBX or OBJ? I need to practice my Normal Mapping skills and this seems like a good start. Don't worry about the MG btw yea no problem.. put dont lough about my modelling skills btw: on the first Post i add a Credit Section. There u can see that these sandbags are not from me. Probably i later make some own.. but i like these here very much. In this case they already have some maps.. but you can play with them how u want Allied_Pillbox.7z Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted April 20, 2015 Totem Arts Staff Share Posted April 20, 2015 So, I kinda try to remesh the sandbag as low-poly as possible and got this Quote Link to comment Share on other sites More sharing options...
Ska-Ara Posted April 20, 2015 Author Share Posted April 20, 2015 yea its a good idea Thx for helping dude and heres the New Building. Allied Patriot So.. just Prism Tower Left.. then All usefull Building Are made.. Probably Start then creating the Interior Rooms .. and afther That texturing. We´ll see Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted April 20, 2015 Share Posted April 20, 2015 You guys are doing an amazing job! Stuff is really looking nice here. Out of curiosity: how much polygons do you models have on average?. For texturing, you might wanna ask Action Hank on this forum. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted April 21, 2015 Totem Arts Staff Share Posted April 21, 2015 Ska-Ara's Pillbox had about 17000 or more without the minigun. I decreased the sandbag's poly down to 150+ though... Quote Link to comment Share on other sites More sharing options...
Ska-Ara Posted April 21, 2015 Author Share Posted April 21, 2015 Handes you sound very annoyd ^^ be cooler dude Here the Absolute Polys Allied Powerplant 6.500 Polygons Allied Barracks 24.000 Polygons (without these Sandbags 3.000 Polygons) Allied Ore Raffinery 10.000 Polygons Allied War Factory 11.200 Polygons Allied Airfield 5.700 Polygons Allied Pillbox 28.000 (without the Placeholder Gun and Sandbags 1.000 Polygons) Allied Patriot 2.7000 Polygons To say is that the sandbags are very poly counting.. i think i will make later a newer version .. not such detailied but not just only 150 Polygons ^^ how everyone see.. all there numbers are just the actuell state.. there is no special details or interior in this polycounts.. People who says thats to less ect.. My only answer to this.. im a Hobby Artist not such a pro who make this as a job Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted April 21, 2015 Totem Arts Staff Share Posted April 21, 2015 Handes you sound very annoyd ^^be cooler dude That's the portrait of my Levinski (my profile pic) giving you that feeling. I ain't feeling annoyed at all Quote Link to comment Share on other sites More sharing options...
Ska-Ara Posted April 21, 2015 Author Share Posted April 21, 2015 Handes you sound very annoyd ^^be cooler dude That's the portrait of my Levinski (my profile pic) giving you that feeling. I ain't feeling annoyed at all then it was a problem with the translation into my german hehe heres the last building.. the Prism Tower .. i tried to make a hybrid of the Game Tower and this the one shown in the Blueprint Quote Link to comment Share on other sites More sharing options...
Ska-Ara Posted April 22, 2015 Author Share Posted April 22, 2015 Here some try of me of making own Textures for these Stuff I dont know if is good.. or just bad.. pls give some feedback Its 2 times the same stuff.. the first picture has a bad try to make a lightning that shows some bump and specular details.. th second one is the standart render i used the pictures before Just click the photos to enlarge Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted April 22, 2015 Share Posted April 22, 2015 Cool! really like the prism tower, allthough I expected it to be taller near the middle frame. Pillbox textures look O.K.. I still see the tiles so to say. You might wanna create a diffuse map and edit that somehow in photo shop, to give it that weathered look. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted April 22, 2015 Totem Arts Staff Share Posted April 22, 2015 Yep. That and no overlapping UVW Quote Link to comment Share on other sites More sharing options...
Ska-Ara Posted April 23, 2015 Author Share Posted April 23, 2015 in this case i need help cuz im very bad at uv mapping Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted April 23, 2015 Totem Arts Staff Share Posted April 23, 2015 in this case i need help cuz im very bad at uv mapping Well, my ultra low poly model is unwrapped, I just need to detail the model, project from your textured model and then we got it. Quote Link to comment Share on other sites More sharing options...
Ska-Ara Posted April 23, 2015 Author Share Posted April 23, 2015 this is just a pillbox there are many other buidstuff which have to be textured ^^ Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted April 23, 2015 Totem Arts Staff Share Posted April 23, 2015 this is just a pillbox there are many other buidstuff which have to be textured ^^ It's alright. Lesser poly, lesser effort to assemble the mapping Quote Link to comment Share on other sites More sharing options...
XD_ERROR_XD Posted April 23, 2015 Share Posted April 23, 2015 You know what... I'm going to re-install Red Alert 2 and put some more research in some of those textures. I like the look of the pillbox, but the transition from pretty much white concrete to very dark camo could use some work. good luck on your project though! Quote Link to comment Share on other sites More sharing options...
Ska-Ara Posted April 24, 2015 Author Share Posted April 24, 2015 i think the textures will just shown that there are very "Basic"like , means not some high tech metal.. just simple concrate, steel, and glass ^^ Quote Link to comment Share on other sites More sharing options...
Former Developers Havoc89 Posted April 25, 2015 Former Developers Share Posted April 25, 2015 Really cool stuff! Buildings can be a little bit tricky to implement but I'll see if we can get some documentation on them for you guys as soon as possible. Quote Link to comment Share on other sites More sharing options...
Ska-Ara Posted April 25, 2015 Author Share Posted April 25, 2015 Great news thx dude! it hink it will never be such "good" like ur rx but its should be get good enough to play some rounds and have fun with them Quote Link to comment Share on other sites More sharing options...
Ska-Ara Posted April 28, 2015 Author Share Posted April 28, 2015 hey dudes new question.. i found a way to export the "unit" voxels of ra 2.. so i can make quite better models of the vehicles now i tried to do the same with the buildings. there are shp files.. my question is now.. is that just a kind of animation? somehin like a diashow or a gif.. or is this a 3d modell ? last could help me to make better models Quote Link to comment Share on other sites More sharing options...
ZeroDictator Posted April 30, 2015 Share Posted April 30, 2015 The shp files are "pictures" after another, so they are like a diashow or something like that. Also units in RA2 (and in YR) are shp files Quote Link to comment Share on other sites More sharing options...
Ska-Ara Posted May 2, 2015 Author Share Posted May 2, 2015 ok dude thx i use now some voxel models as "reference" they are much less detailed then the building hehe but dudes.. look here my start for the Chrono-Miner Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted May 2, 2015 Totem Arts Staff Share Posted May 2, 2015 I like the right one. less organic and all Quote Link to comment Share on other sites More sharing options...
Ska-Ara Posted May 2, 2015 Author Share Posted May 2, 2015 ah i forgot to say. the left one is the Voxel model exportet from Ra2. right one is that one i make try to use the original idea but improve it with some usefull ideas.. hope it works so far^^ Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted May 2, 2015 Totem Arts Staff Share Posted May 2, 2015 oh hmmm... I'm not sure that's how the chronosphere looks though. A shape of curved windows would be much closer IMO Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted May 5, 2015 Share Posted May 5, 2015 Dude you're doing amazing work! I'm really really looking forward to start doing the béta testing for this. You also might want to model a drill which drills out gold from the ground since we have no tiberium field in RA2.. Quote Link to comment Share on other sites More sharing options...
Ska-Ara Posted May 9, 2015 Author Share Posted May 9, 2015 my progress on the allied vehicles take progress.. but very slow.. cuz i have no need for beeing fast this ist the actual Progress.. the werid looking model is the original model/voxel exported out of ra2 and yea my model has some mor width ..think it looks a bit better? oh hmmm... I'm not sure that's how the chronosphere looks though. A shape of curved windows would be much closer IMO can u show me a example how u think it should be? Dude you're doing amazing work! I'm really really looking forward to start doing the béta testing for this. You also might want to model a drill which drills out gold from the ground since we have no tiberium field in RA2.. i think this drill is a really easy work but has not much priority now for me its important to make all the models which are usable for the gaming. after that i start making this kind of ambient But i definitly need help at the texturing.. its really not my fav work.. and im pretty bad at this Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.