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Old 09-08-2007, 10:36 AM   #1 (permalink)
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Competition #11 - achmedthesnake

hey! you changed the theme after all my hard research...




meh
my concept was a take on the gdi tech-centre - but this time i wanted to make it a mobile unit much like the command centre etc

meant to have four legs - some drones that orbit it and act as stealth detectors as well as generic unit repair bots and the top part rotates like some kind of robot eye - enabling the 'map reveal and stealth reveal upgrades yeay!
q.when submitting - do we have to say what genre it belongs to?
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Old 09-08-2007, 10:41 AM   #2 (permalink)
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looks good, I like the idea a lot. fits in well with the GDI theme too.
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Old 18-08-2007, 01:11 AM   #3 (permalink)
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just a little progress... - way too high poly, but i'll use it for the normal baking

- c&c 3 looked awesome despite traditional low-poly/no
normal mapping
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Old 18-08-2007, 05:11 PM   #4 (permalink)
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Very interesting. I like that you've chosen to work with a silhoutte as your concept, I think you've captured a lot of the details just by the silhoutte. Many of the changes from concept to model have improved in the model, like the antenna length and legs form. I miss the satelite dish though. I think it went well with the floating objects.

Looking forward to seing more
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Old 29-08-2007, 10:25 PM   #5 (permalink)
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just working on the lowpoly - currently about 1480 tris, gona have to to a lot more by sun...

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Old 29-08-2007, 11:49 PM   #6 (permalink)
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That looks really awesome. My only concern would be the design; right now it doesn't look entirely like a building. It doesn't seem very ponderous and there doesn't seem to be any way for people to get in or out. I guess it could be a giant robot but then it doesn't seem like it needs those window/eye things. If you add some sort of door/doors in the texture and communicate a sense of scale really well I think it would work (maybe pose it slightly lopsided so it looks like it's hard to balance all that weight). I can't wait to see it finished!
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Old 30-08-2007, 02:15 AM   #7 (permalink)
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I think to convey the building aspect you should make it seem very large, as right now nothing else really reads as a building. As Tycho said, some doors would look very good. Also, maybe scaling down the components and adding more of them would help make it read as a building.
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Old 01-09-2007, 05:17 AM   #8 (permalink)
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I totally agree with you guys, Tycho + Pocho, it's definat;ye meant to ahve some small fiddly details that'll hopefully bring across the whole'i's a building' vibe -
unfortunatly don't have enough polys, so it's all up to the normals and diffuse to depict that -

bout finished the highpoly from which i'll bake - more fiddily details like panels and smaller bolts/holes/wires i'll paint on later...
GAAA only got one day to finish the norms and diffuse....


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Old 01-09-2007, 05:19 AM   #9 (permalink)
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oh - does anyone know how to do self illumination maps - when i'm currently using a .fx shader which only has slots for norm//diff//spec? (i'm using the ben cloward 3 lights setup/shader...)
no biggy
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Old 02-09-2007, 08:11 AM   #10 (permalink)
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GAAAAAA, 2 hrs left...

just doing the texturing, looks a little dull, but i'll see what i can do to spaz it up...

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