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 PostPosted: 12 Oct, 2011 
 
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how many hours did this take you...
in about 20 hours you could learn how to model and uv alright and another say 10 to learn how to texture, that's taking into equation that you find the right tutorials but really how long dose finding good tutorials take :P
but hay you can only do what you feel you can right :)

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 PostPosted: 12 Oct, 2011 
 
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jazz117 wrote:
how many hours did this take you...
in about 20 hours you could learn how to model and uv alright and another say 10 to learn how to texture, that's taking into equation that you find the right tutorials but really how long dose finding good tutorials take :P
but hay you can only do what you feel you can right :)

Took me about 4 days to make (SInce I only get about 3 hours on the computer on average now)


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 PostPosted: 12 Oct, 2011 
 

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Took me a few days to learn basic modeling and texturing im no pro but that unit you have there is some what retarded.

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 PostPosted: 13 Oct, 2011 
 
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It's certainly no Basilisk, but it sure looks better, and far more Cybran, than the Megalith model it started from in my opinion.
Other than the oddly low-to-the-ground shield it has, it looks fine to me. It's nothing extra-special, but it looks fine.

You might want to remove a few of the little turrets, but beyond that, just fix the foot textures and you've got an alright model by me.

However, I'll have to withhold complete judgement until I see the walk anims.

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 PostPosted: 13 Oct, 2011 
 

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Through i am a no-name, i think it does looks nice from the picture you show, other than the texture problem in the feet and the chimneys in the back, through i do agree than models made from scratch will look a lot better than just copypaste pieces of other models


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 PostPosted: 13 Oct, 2011 
 
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Alguien wrote:
Through i am a no-name, i think it does looks nice from the picture you show, other than the texture problem in the feet and the chimneys in the back, through i do agree than models made from scratch will look a lot better than just copypaste pieces of other models

Those arent chimneys. Those are for the Starburst Missiles.


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 PostPosted: 13 Oct, 2011 
 

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Remove most of the antenas otherwise (except for feet texturing) fine model.


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 PostPosted: 15 Oct, 2011 
 
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to be honest.... it doesn't look very... cybran-ish. im not sure what about it it is, it just doesn't even look like it fits into the game. all the cybran bots have either toes on their legs, or are just like spider legs(which i would recommend if you insist on using this unit).... they don't go very vertical, like your unit does. the megallith and ML are more... spidery and they don't just have weapons sticking out of random spots. . this just looks like a mess. now for the constructive part of my criticism. if you were to say, flatten the "head" and change the legs, maybe remove some joints, and maybe elongate the whole thing some and hide some weapons into the design, you may have a good looking unit. as it stands now... i just feel it looks wrong.

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 PostPosted: 16 Oct, 2011 
 

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Hi,

I guess i better post something here...

Dont be to disheartened by the comments brandon, some people learn faster than others...
the mere fact that you are doing these units, atleast earns you some gratis with me... just keep at it pal, we all have to start some where, we all produce some work that is not upto others standards.. at some point.. i think the reason some are so hard on you is because of previous "things" or "works" ... and also that "most" of us have seen hacked up units many many times... this types of unit or mods do not last very long because they are typically not very unique, but that does not put me off..

now for the unit its self, the texturing could do with a little attention, look for the tearing and washed out area's and correct those.. also make sure it has a good walk animation, i personally think the unit looks ok... but then again im happy with ANY unit anyone produces and gets working in game.. for me.. they DO NOT have to fit in 100% with any faction ... A UNIT is A UNIT whatever it looks like.. some of us just like units.. in any wave shape or form..

why not have a go at creating a unit mesh of your own from scratch... it does not have to be some UBER mega brilliant unit with lots of weapons... do like a lil t1 thing maybe a recon unit or something like that... lets see what YOU can come up with... i can pretty much guarantee others will help you more if you tried this...

do what we all did, start with a box add another box... add a weapon box and attach point helpers for the weapon, uv map it.. for textures, you CAN hack up the default TEXTURES to texture your box unit... get it in game with a working weapon.... from scratch...

you can them improve upon this by adding and trying to shape the boxes you have added..
just remember that rome was not built in one day... learning takes time... there is no rush to get your mods out... so you can take a few days learning the 3d program of your choice.. it gets easier the more you try it... moving verts and polygons around to make a shape..

give it a try post in here your progress of your box unit.. and politely "ask" for help when you get stuck.. we wont tell you how to model.. BUT we can direct you in getting a solution to your problem regarding uv mapping and texturing.. on a box unit this will be easy and also give you a good insight on how this is done.

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 PostPosted: 16 Oct, 2011 
 
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brandon007 wrote:
If I were to create something new, I would have to learn how to texture stuff. And thats alot of work in itself O_o


The modelhack is a good compromising when you just want create mod without lost a lot of free time on each unit :)

I can't imagine Experimental Wars without the model hack :/ Just imagine if I must rework all units :D


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 PostPosted: 16 Oct, 2011 
 
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Thats just the thing. I dont have time In real life to do anything but Model Hacks. I really do want to learn how to create my own units from scratch, but I just dont have enough computer time IRL to do just that.

If I had a partner that actually does texturing and UV Mapping and such, I could start to make new Models from scratch. But seeing as I dont, Hacks are pretty much the only thing coming out.

Edit: If anyone wants to be my Texture artist, Id very much appreciate it ^^


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 PostPosted: 17 Oct, 2011 
 
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Update:

Got the new Feature to work! Working on Remakes of all the new Units, so SE, or any mods cant bitch at me XD

Mod will include new sounds, and projectile effects. =p Stay tuned.


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 PostPosted: 18 Oct, 2011 
 

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You mite not be able to make a experimental unit but u could make a basic tank and uvw it and texture it in a few hours :wink: , lest that way your have new land units.

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 PostPosted: 18 Oct, 2011 
 
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liveordie wrote:
You mite not be able to make a experimental unit but u could make a basic tank and uvw it and texture it in a few hours :wink: , lest that way your have new land units.

Working on a bunch of new Stuff liveordie =p Its gonna be like your Revamp mod, but in reverse XD


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 PostPosted: 18 Oct, 2011 
 
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A lil screenshot of the remade Research centers. They dont do research points, but ya get some resources =p

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 PostPosted: 19 Oct, 2011 
 
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so then wouldn't it be appropriate to call them something other than research centers?

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 PostPosted: 19 Oct, 2011 
 
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Lt_hawkeye wrote:
so then wouldn't it be appropriate to call them something other than research centers?

I call them Resource Generators Ingame. The word Research doesnt really exist with them XD


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 PostPosted: 19 Oct, 2011 
 

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Hi,

Brandon in the screen shot what are those red/green/blue "transparent icons" i see over the centres?

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 PostPosted: 19 Oct, 2011 
 

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Domino wrote:
Hi,

Brandon in the screen shot what are those red/green/blue "transparent icons" i see over the centres?


Those are not icons those are effects/emitters which belong to cybran research station in SC2, Thats why there all shaped like the cybran logo :lol: .

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 PostPosted: 19 Oct, 2011 
 

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Hi,

Ya'know thats pretty weird, ive been working on a few faction structure units, for buff field type things.. the idea is that the structure is built in the centre of a big base.. and it gives units in its field extra abilities.. like rof, hp, shieldhp and regen, increased dmg type buffs.. it will also repair units, but also sap hp from enemy ect..

the general structure has the faction avatar rotating which is equal to size of the units base..
the avatar is transparent... :)

thats why i was asking what they were.. as i have never seen them in fa before.. :)
i also dont have sc2 installed..

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 PostPosted: 19 Oct, 2011 
 

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I like that idea but i would make it a tall pillar maybe 2x2 or 4x4 and have the logo at the top or even better have a building that is like a monument which is shaped like that teams logo.

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 PostPosted: 19 Oct, 2011 
 
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I am actually working on making each glowing effect the same as each faction's icon =p

Just had to get the Effect working, and in place first =p


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 PostPosted: 19 Oct, 2011 
 

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brandon007 wrote:
I am actually working on making each glowing effect the same as each faction's icon =p

Just had to get the Effect working, and in place first =p


Well creating emitter textures are fairly simple if you know how to use PS 10 min job :P .

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 PostPosted: 19 Oct, 2011 
 

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i like those kinda emitter effects they look cool.. :)

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 PostPosted: 19 Oct, 2011 
 
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I use Paint.net for final DDS touches =p

I use PS for the Grunt work XD

Its making all the Units that very closely resemble the Original SC2 Units thats the hard work. But its gonna be great!

Though, I could use a lil help with either modeling, or texturing... Modelling Mostly.


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