Details revealed
Whitey
26 Jul 2007
Vengence has a better skin there IMO but it looks too shiny and kinda crumbly...
Crazykenny
26 Jul 2007
I like the smoothness of Chris skin. But i still think Vengance did a better job so far

Dauth
26 Jul 2007
Liking all the skins, and the last image by chris could make a small comic strip,
Kris
26 Jul 2007
Vengence
26 Jul 2007
Vengence
26 Jul 2007
Right time to get a consensus. I have adjusted the normal maps and I have 3 results of varying 'bumpiness'. So which do you all prefer:
bump 1 Original.
The one we all know
Bump 2 No scratches

Scratches removed
Bump 3 No panels, no scratches

I also have lightmaps. What do you think?
NONE

WITH
Edited by Vengence, 26 July 2007 - 16:27.
bump 1 Original.

The one we all know
Bump 2 No scratches

Scratches removed
Bump 3 No panels, no scratches

I also have lightmaps. What do you think?
NONE

WITH

Edited by Vengence, 26 July 2007 - 16:27.
Vengence
26 Jul 2007
Lightmaps are definitely going in after some tweaking. Lightmaps realistically create lighting effects on a texture. Meaning it will look better ingame. Rather than a flat texture it has different lighting on parts of it to make it look more realistic.
Basically I am going for this effect:
Edited by Vengence, 26 July 2007 - 18:23.
Basically I am going for this effect:

Edited by Vengence, 26 July 2007 - 18:23.
Dauth
27 Jul 2007
lol at comic, @vengence these models are looking really cool, and i def agree with you about lightmaps
Vengence
01 Aug 2007
Gotta stay alive in this :stickattack2: no matter what lol. Ok time for a break from the Bluestar. I admit, the Bluestar was the proving ground for me to test new innovations and now to move on. This time I show you the face of our enemy: The Templar's Knight Mech

A bit hefty on the poly count considering how many are going to be on screen at once but that can change hopefully. Another thing is that the feet have been MacGyvered from an older Knight mech on my harddrive so that will change as well as the poly count.
This unit is well built for 'spamming' in that you need quite alot and possibly only them to win certain battles. As I said before, their strength is in their retention of maximum firepower over dwindling numbers. When one dies it leave behind a hulk. Any Templar Knight class mech can Avatar Warmech style salvage that unit and utilize the fallen unit's machine gun. The typical Knight is not that strong, they are humanoid in design and have fairly average armor, speed, and fairly good firepower but when they salvage that fair firepower doubles, and a doubling of firepower is quite alot.
However they aren't limited to salvaging their own kin, they can salvage other dead variants of their kind IF CNC3 supports it. For example, the basic Knight mech I told you about has 2 small rocket racks and a big machine gun that can be held in the hand (not modeled yet). There are several other variants of this: The Bishop "Double or Nothing" type which doubles up on armor and weapons. A knight can salvage the armor for added protection. And the Rook "Mech Buster" type which wields a hefty bazooka (Yes these units are based off Chess names). When a Knight salvages a Rook it can not only use the Bazooka but also wield the machine gun it had originally. However the accuracy of the bazooka will be WAY off given that it is using one arm to aim.
Depending if CNC3 can support this, I MIGHT be able to make it so that one husk can yield multiple salvages if an upgraded form dies. If it does not work then the old upgrades will probably just disappear and only a machine gun will be left. We'll see how this works out.

A bit hefty on the poly count considering how many are going to be on screen at once but that can change hopefully. Another thing is that the feet have been MacGyvered from an older Knight mech on my harddrive so that will change as well as the poly count.
This unit is well built for 'spamming' in that you need quite alot and possibly only them to win certain battles. As I said before, their strength is in their retention of maximum firepower over dwindling numbers. When one dies it leave behind a hulk. Any Templar Knight class mech can Avatar Warmech style salvage that unit and utilize the fallen unit's machine gun. The typical Knight is not that strong, they are humanoid in design and have fairly average armor, speed, and fairly good firepower but when they salvage that fair firepower doubles, and a doubling of firepower is quite alot.
However they aren't limited to salvaging their own kin, they can salvage other dead variants of their kind IF CNC3 supports it. For example, the basic Knight mech I told you about has 2 small rocket racks and a big machine gun that can be held in the hand (not modeled yet). There are several other variants of this: The Bishop "Double or Nothing" type which doubles up on armor and weapons. A knight can salvage the armor for added protection. And the Rook "Mech Buster" type which wields a hefty bazooka (Yes these units are based off Chess names). When a Knight salvages a Rook it can not only use the Bazooka but also wield the machine gun it had originally. However the accuracy of the bazooka will be WAY off given that it is using one arm to aim.
Depending if CNC3 can support this, I MIGHT be able to make it so that one husk can yield multiple salvages if an upgraded form dies. If it does not work then the old upgrades will probably just disappear and only a machine gun will be left. We'll see how this works out.
Nexolate
01 Aug 2007
It's a quality piece of Art, have to admit, however personally the blockiness brings it down.
I figure this is probably intended, but it's still a con in my eyes.
I'll probably be less sceptical with a skin though, so looking forward to it.
I figure this is probably intended, but it's still a con in my eyes.
I'll probably be less sceptical with a skin though, so looking forward to it.
Dauth
01 Aug 2007
its a wonderfu model, i liek the detail you've put into the joints and the salvage idea is intriguing
Vengence
01 Aug 2007
Nexolate, on 1 Aug 2007, 3:06, said:
It's a quality piece of Art, have to admit, however personally the blockiness brings it down.
I figure this is probably intended, but it's still a con in my eyes.
I'll probably be less sceptical with a skin though, so looking forward to it.
I figure this is probably intended, but it's still a con in my eyes.
I'll probably be less sceptical with a skin though, so looking forward to it.
Parts of the legs and feel were made very fast so that I can get a render done and get over it. The feet were taken from an older model like 3 years old so those won't stay there. And thanks for the comments!
Edited by Vengence, 01 August 2007 - 14:30.
Vengence
03 Aug 2007
btw, just as a general question:
What kind of unit/s would YOU like to see in the mod?
What kind of unit/s would YOU like to see in the mod?
Nexolate
03 Aug 2007
Atm I can't really complain with anything going in currently, I said the last one was blocky because that's what I thought when I first saw it.
Although, currently, the mod is lacking in any sort of aircraft.
Although, currently, the mod is lacking in any sort of aircraft.
Vengence
03 Aug 2007
oh I forgot....

Just needs a good skin. They also have a sort of orca looking craft as in turbines and not props. I also have this ANCIENT model from my older mod for Generals

This is the basic transport, fairly big too but an alpha model from an old mod of mine.

Just needs a good skin. They also have a sort of orca looking craft as in turbines and not props. I also have this ANCIENT model from my older mod for Generals

This is the basic transport, fairly big too but an alpha model from an old mod of mine.
Nexolate
05 Aug 2007
Both of them look excellent, and really tie into the theme you've set.
Especially that Transport, really reminds me of the light transports they used in Armored Core. =)
Oh, I forgot. Haven't seen any Infantry either, if you've got some you want to show.
Especially that Transport, really reminds me of the light transports they used in Armored Core. =)
Oh, I forgot. Haven't seen any Infantry either, if you've got some you want to show.
Vengence
05 Aug 2007
I thought I did show a concept art
. I am not exactly ready to actually make infantry yet since I don't really know how much detail is default in CNC3. Animation shouldn't be hard since I have animated bipeds before... I mean human like things pretty decently. For the time being I need to further understand the squad system if I want to make the squads I have in mind correctly. As I said the Empire like speed and versatility, meaning their infantry should at the very least have SOME kind of small Anti Tank or Anti Aircraft weapons. I never exactly said this specifically, but the Homeworlders do not like Micromanagement. This style is really the core of their gameplay I suppose.

Judgement
09 Aug 2007
I like what im seeing so far.
I have to admit with others when I say that... the Knight, is too blocky. Reminds me of Lego. Im afraid he might break just as easily.
Might I suggest less blocky unit designs for that side?
Since the one side has sleek elongated units, why not give this side more rounded units?
Maybe make a basic body of the knight and "strap" armor plating to it instead of just making blockmen.
Would give it a more unique look as well as make it more towards its name.
I have to admit with others when I say that... the Knight, is too blocky. Reminds me of Lego. Im afraid he might break just as easily.
Might I suggest less blocky unit designs for that side?
Since the one side has sleek elongated units, why not give this side more rounded units?
Maybe make a basic body of the knight and "strap" armor plating to it instead of just making blockmen.
Would give it a more unique look as well as make it more towards its name.
Vengence
09 Aug 2007
Too late, the rounded appearance look is already taken with the 3rd faction. These guys are meant to be blocky, and given the design making it rounded or strapping on stuff will skyrocket the polygons unless the unit went through a major creative overhaul. By major I mean extreme since I finalized their design long ago, not to mention the actual design is not good for roundness. Humanoids aren't very good with polygons, especially fingers and these units more or less MUST have fingers. I am currently considering looking at some Lost Planet VS designs. There are the occasional blocky or angled designs that might fit but we'll see. For one the chest mounted cockpit has to remain, it is a sort of design feature... a focal point if you will.
EDIT: I modified it a bit but now it is going to need a complete fix up. To be honest the original looked a bit better. Though I only modified the legs.
Edited by Vengence, 09 August 2007 - 02:04.
EDIT: I modified it a bit but now it is going to need a complete fix up. To be honest the original looked a bit better. Though I only modified the legs.
Edited by Vengence, 09 August 2007 - 02:04.
Nexolate
09 Aug 2007
Alright mate, well I can't wait to see your infantry when you get the hang of it. If they're as good as what you've shown us so far, this mod'll be the best thing to hit C&C3 except the mythical Shockwave 2.
I understand that you want to make the Knight look blocky, but it's almost extremely so. Maybe if you sheared the vertical edges so that the legs have eight sides, then it may look a bit better. I understand if you don't want to change it though, it is your mod.
I understand that you want to make the Knight look blocky, but it's almost extremely so. Maybe if you sheared the vertical edges so that the legs have eight sides, then it may look a bit better. I understand if you don't want to change it though, it is your mod.