Posted: Thu Sep 23, 2010 10:57 pm Post subject:
[Campaign] Convoy Truck
Subject description: Armoured Transport in class I, II, and III zones
Convoy Truck
(A convoy of Tiberium samples departs a GDI city, under escort of APCs, for a research base nearby)
Unit Stats Strength:Medium Weapon:N/A Advanced Weapon:N/A Speed:Slow Requires:N/A
Description:
GDI uses large trucks to transport many cargoes which could not be entrusted to less armoured vehicles - usually because the cargo is of volatile Tiberium related samples, or in some cases live Tiberian creatures. These convoys contain all the necessary amenities for their crews, who may sometimes spend as much as two weeks in the confines of the cab. This, and the heavy armour shell, account for most of the vehicle's bulk. Cargoes are kept inside containers which can be vacuum packed, frozen, super-heated, and support nearly any type of internal atmosphere. The container resides in the heart of the vehicle's armour. However, convoy trucks are slow and unarmed, but are liable to explode violently if destroyed while carrying dangerous substances. QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Fri Sep 24, 2010 1:02 am Post subject:
I like the quality of the voxels- the normals and details are good.
But with TI's campaign fresh on my mind, they look way too similar to GloboTech's units. It may be the abusive use of allied blue (which is the only non-dirt, non-Nod color scheme), but the shapes and heavy employment of wheeled designs is also pretty trademark. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
As a person who has made many.. many voxels, I agree there is only so much you can do to avoid some things looking like assets from another mod at times, especially when the palette has not been modified.
That said, I don't see any problem with the above voxels at all, sure they share similarities to Globotech units in small ways, but seriously.. there's only so much you can do to avoid it. Last edited by Tony on Fri Sep 24, 2010 2:17 am; edited 1 time in total QUICK_EDIT
Really good looking voxels there man, they really look like a nice civilian force there. Can't wait to see how the environment and feel will be in the end. Keep it up. QUICK_EDIT
Joined: 16 Dec 2007 Location: Modding other games.
Posted: Fri Sep 24, 2010 2:51 am Post subject:
Ah, the storm finally subsided.... Now, the Normals are good ingame even though its been so long to remember painting them. I'd like to see a 360 degree preview, personally Great Work, Orac! _________________
Quote:
Everybody knows a mod that doesn't update every ten seconds is dead.
Joined: 16 Dec 2007 Location: Modding other games.
Posted: Fri Sep 24, 2010 3:53 am Post subject:
I'm dead and alive at the same time (more like, dead ), unfortunately I mod Supreme Commander now. Nowadays I keep tabs on VXLSE III development, just to see whats new and bug hunting. I like so dig through its source code again someday, though I don't time to install another Integrated Development Environment, or work on major projects.
Ah, and I forgot to make myself clear, I meant normals view in 360.gifs
Oh never mind.
I noticed your normals got spicier.
I still paint normals, only for a selected few around here. _________________
Quote:
Everybody knows a mod that doesn't update every ten seconds is dead.
It honestly doesn't look like a convoy truck in my eyes. First thing I thought was it were some sort of SCUD platform. Maybe its the cabin? _________________ Victory! QUICK_EDIT
Joined: 08 Jul 2006 Location: in your closet... Post = true
Posted: Fri Sep 24, 2010 11:18 am Post subject:
I agree with volgin. Certainly a good work you did there, but these trucks look so futuristic its hard to recognise them as simple trucks. I think, those military-trucks you took for inspirations would do pretty well. Sometimes a non-futuristic asset helps to create a contrast to the futuristic ones.
It also makes the universe more believable as well get to see some stuff we actually know. helping us "realise" that this is a close future of what couldve been, not a distant and totally unrelated alien-planet whose inhabitants just happen to look like humans.
No need to scrap the model and do it all over, but you might think about my post. Nice to see some progress on the campaign _________________ audiopulse sagt:
your raging arse is creating storms?
Luke | CCHyper sagt:
yup, neptune size! QUICK_EDIT
Good job for even failing to spell GloboTech. I'm pretty sure there already was a debate on that and posts were removed because of it. _________________ QUICK_EDIT
Ohh, this is delicious. A half-assed attempt at the first argument (which I missed, ztyping bullshit.). Too bad harv can't spell AND missed the late train though.
Also, my issue is that the truck isn't futuristic enough in my mind. Honestly it looks like the back of a dump truck was scaled down and plopped on the back of a Soviet missile platform, add in the white in whatever is on the back of the truck, it looks like a little Dreadnought missile chillin' hard to unleash some meep. _________________ Victory! QUICK_EDIT
I have a solution. Have about making that giant truck GDI brown, or atleast adding some brown on the sides. This giant truck will look awesome completely brown.
Same with the APC's.
Add blue,white or red, non remap stripes indicating that it's civilian.
I really like how they are now. The minimalist texture gives them a nice clean civilian style.
Color and style are also good. The whole Globotech discussion is useless anyway imo, as it's like saying "make a traditional looking aircraft, that doesn't has 2 wings". Some design aspects are simply necessary to make an object look like for what it is intended for.
In addition is it imo actually really cool that there is a slight connection between these 2 big mods. It somehow makes the whole TS universe appear as one big family. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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