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Synaesthesia

Stuff I make

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pretty nice looking stuff, my father works for military simulation stuff and sells them to nato countries so its neat seeing someone else work in that type of feild.

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Is this for use in flight simulators? The quality looks amazing, do you actually go and look around the real planes to get all the fine details right?

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Avarage.. don't really like the texture work.

 

Feel free to explain what's wrong with the textures. I'm not going to learn anything from "average.. don't really like the texture work". What specifically is wrong?

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Guest rackz

needs a starving cat logo on it so peoples will donate you.

 

User was warned for: 2005 called, they want their joke back

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That taxiway light contrasts sharply against the lo-res terrain behind it, although I'm guessing the terrain looks perfectly good from flight altitude. It might be over detailed for it's purpose but it looks good... are those bolt heads on the base also modelled out rather than textured on? It's hard to tell from the angle but it looks like they are.

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From the looks of the light, it really isn't modelled out, it has normal mapping. Just take a look at the edges to see what I mean (they do not conform to the apparent depth, only to the modelled out stuff.)

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The bolts are modeled in. The LP is about 2,500 polygons while the HP is closer to 500k. I'm aware that the texel density is jarring in a still image - this is because I made the light higher-res for animation purposes. The ground gets blurred somewhat as the camera progresses through the scene, and when it passes the light at the point in the still, it appears that the light pops out more because of the contrast between it and the ground. Plus it just looks cool. :)

taxilight-high.jpg

 

taxilight-low.jpg

 

My LP Jeep Wrangler, Border Patrol version:

wrangler6.jpg

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Looks great. I didn't even know that you did all of this stuff.

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Some old stuff I'm planning to send to Reborn, and potentially to someone here who's planning on building a Tiberian Dawn conversion that actually goes somewhere

 

I imagine some of this will need some retexturing to fix up portions of it

 

mammoth.jpg

 

Airstrip.jpg

 

Airstrip2.jpg

 

Harvester19.jpg

 

RFacilityNod.jpg

 

RfacilityGDI.jpg

 

comparison.jpg

 

handofnod1.jpg

 

refinery12.jpg

 

wall2.jpg

 

WF13.jpg

 

Turret1.jpg

 

wall2.jpg

Edited by Aircraftkiller

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Those models are sweet... Just out of curisoity, what were these models for? Were you yourself building a TD conversion?

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Ah nice, I missed your radar and mammy models - my favs :) Hopefully we'll see them rolling in game soon.

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Some old stuff I'm planning to send to Reborn, and potentially to someone here who's planning on building a Tiberian Dawn conversion that actually goes somewhere

We could always potentially bolt a couple of TD maps onto Reborn in the future if the assets are available and we have time. :)

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That would be nice...The original renegade just seemed to completely miss the mark on the "feel" of TD... don't get me wrong, i enjoyed playing it. I just think it didn't feel like TD at all.

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Guest rackz

he made those models for a renegade map some time ago. i would even prefer to make a new mod out of it instead adding to reborn. the texture style differs much from reborn.

Edited by rackz

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More specifically, I made those models for a series of levels that would've been integrated into Renegade seamlessly by using temp presets instead of a mod package or a standalone mod installation. You could've tossed it into any Renegade server and played a very TD-like experience without needing to install a standalone mod to get it going. The testbed was going to be Mike Amerson's (creator of Islands) Noddingham design that I modified extensively. I have some images of it at home. I'll post it when I'm out of the office.

 

The texture style is indeed different, but I feel that's a good thing. Far too many C&C mods have cartoonishly inaccurate textures and I wanted to represent the vehicles and structures more closely to what they'd be if they were actual buildings and vehicles in everyday use. Some of them don't hit that mark completely, like the Hand of Nod - four years later, I can definitely see what to improve with it.

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More specifically, I made those models for a series of levels that would've been integrated into Renegade seamlessly by using temp presets instead of a mod package or a standalone mod installation. You could've tossed it into any Renegade server and played a very TD-like experience without needing to install a standalone mod to get it going. The testbed was going to be Mike Amerson's (creator of Islands) Noddingham design that I modified extensively. I have some images of it at home. I'll post it when I'm out of the office.

 

The texture style is indeed different, but I feel that's a good thing. Far too many C&C mods have cartoonishly inaccurate textures and I wanted to represent the vehicles and structures more closely to what they'd be if they were actual buildings and vehicles in everyday use. Some of them don't hit that mark completely, like the Hand of Nod - four years later, I can definitely see what to improve with it.

 

Do you know why the renegade textures were originally so cartoonish? What was westwood's intention here?

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