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Command and Conquer Project

  • PogoP
  • March 30, 2010 at 3:16 PM
  • PogoP
    • March 30, 2010 at 3:16 PM
    • #1

    Hey guys.

    I posted in the 3d models thread but didn't want to clutter it up any more so I thought I'd just make a new thread here.

    This is something I'm going to be working on in order to improve my 3d skills when I'm not working on uni assignments. I actually do a Games Design course, but to be honest the modelling side of it is lacking, which is very disappointing. So I've decided to take things into my own hands and get cracking on with modelling and texturing.

    I sat thinking the other night what I'd like to work on, and finally realised that re-making Command and Conquer in 3d whilst staying true to its art style would be a great idea for a project! I used to love those games growing up.

    Anyway, at first I was just going to hand paint them and do hand painted normals where possible, but I tried out high poly modelling to see what sort of results I'd get. I'm not blown away so far, and I was wondering if you guys could critque my work and let me know where I can improve. At the moment, it actually looks much better without the normal map applied!

    [Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/advanced_comm_center_render2_compar.jpg]

    [Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/advanced_comm_center_render3_compar.jpg]

    This final image is a comparison shot, and is a slightly older version of the model without many smoothing groups applied.

    [Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/advanced_comm_center_render1_compar.jpg]

    Any critique will be really appreciated! I want to know where I'm going wrong.

  • e-freak
    • March 30, 2010 at 6:53 PM
    • #2

    The Lowpoly looks just about right, maybe a bit too much detail on the rails in the radar. The highpoly however doesn't seem to add to much and the geometry is just higher res but not more detailed in sillouette or details.

  • PogoP
    • March 31, 2010 at 5:13 PM
    • #3

    I think I'm going to lose the normal map and 'try my hand' at hand painting. I may consider using floating geometry on the high poly if I go that way, but we'll see.

    Decided I'm going to finish the models first and then start texturing properly. I think I'm going to model a lot of buildings and units, then do a little C&C environment for them. Perhaps the desert setting, that was always my favourite!

    Not particularly happy with the Silo yet, needs tweaking.

    [Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/refinery_comparison.jpg]

    [Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/silo_comparison.jpg]

    [Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/repair_comparison.jpg]

  • Psy
    • March 31, 2010 at 5:38 PM
    • #4

    The models are looking pretty faithful to the original sprites. Maybe you could set-up a scene where the models appear to be a part of a board game akin to Games Workshop by having the desert area fit within a boundary like this. Just a random idea.

  • PogoP
    • March 31, 2010 at 8:47 PM
    • #5

    That's a cool idea Psy, that'd work really well.

    Been working on the Construction Yard today, this is so much fun! Hopefully I'm doing everything ok, as far as I can tell my modelling is pretty decent.

    [Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/conyard_comparison.jpg]

  • Sentura
    • March 31, 2010 at 8:58 PM
    • #6
    Quote from PogoP

    That's a cool idea Psy, that'd work really well.Been working on the Construction Yard today, this is so much fun! Hopefully I'm doing everything ok, as far as I can tell my modelling is pretty decent.

    [Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/conyard_comparison.jpg]

    you're gonna do the animations as well?

  • Seldoon182
    • April 1, 2010 at 10:27 AM
    • #7
    Quote from PogoP

    [Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/advanced_comm_center_render3_compar.jpg]

    U should add more details on the high poly such as floaters. Otherwise that this is looking promising!

  • st0lve
    • April 14, 2010 at 1:42 PM
    • #8

    Awesome idea!

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