Tom's Unit Factory

It looks great :)

Just a note, Androctonus (essentially it is Androctonos) comes from the greek andras which means man, and ctonos, which means killer of. So it is a killer of men :)

ScorpionFull.gif


Btw which game is this from?
 
Just a note, I was only using a couple fill lights... I will try a re-render with alot of very low-light fill lights instead. This should provide the appropriate brightness, but get rid of the dark unit edges, since more lights will be evenly shining from all directions. The unit color should not be contrasted either, I don't think. And I will use only 1 light for shadow, but I will alter the scorpion material to not be effected by that particular light.

Androctonus: it does look great. That was an amazing PCX colouring you did. I can see the problems with the dark edges from this. I'll post some renders to see if I can get lighting corrected.

Tom
 
Okay, I have the lighting figured out perfectly now... it renders exactly the same way the model is originally. And it is extremely easy to adjust the light now to the desired creature/person brightness. Quite easy also. Thank you for your help though... I can re-render them easy enough (rendering takes under 20 min using simple Ray Traced shadows). No dark shadows on outline from the lighting, unit is lighted from 4 soft Omni Lights on each side (each at 20% normal brightness), and the Spot Light is set to only cast shadow and applies Zero to illumination of the model.

Here's example of rendering now:

Only Scorpion Model in 3ds, No lights, No nothing else; dark areas are directly applied from the DDS texture it is using.
Scorpions3dsNoLight.jpg


Added Magenta 'floor', 1 shadow-only Spot light, 4 low-intensity fill lights
Scorpions3ds.jpg


Same, but with another model, Rainbringer
Rainbringer3ds.jpg


EDIT: It appears that the model's texture (material) file contains the very dark areas (I examined it), it's not from lighting; lighting was causing, though, the excessive contrast and illumination before.

Tom
 
If the Scorpion will render better than what I uploaded concerning the Dark Outline and lighting contrasts, the Flcs can be remade.

The middle left image was a render, but the dark portions are still there on some parts. Those same dark portions are also in the top image of the 3ds Max model (which has no lights in it). The DDS texture image has these dark portions in it... so the prev lighting just made it worse.

I don't think anything can be done about the texture unless the texture is modified itself. I can send it to you if you wish ?

Tom
 
In the DB your Banshee has the name "Tom2050". And the author of the Unit reads : "Banshee".:crazyeye:
To fix it just revisit the DB and click on "Edit". Luckily the DB is more flexibel than our Threads.;)

btw: How are the Kohan 2`s are looking in-game ? Are their animations comparable to our other units ?
 
Red Dragon (unit conversion and recolouration)

Red dragons have an amazing eye for value, and can determine the monetary worth of absolutely any material object at a glance. All dragons are known for hoarding treasure, but the red dragon far surpasses all other species in this regard. The gaining and keeping of treasure is the complete focus of a red dragon's adult life, and they tend to amass incredible hoards with amazing rapidity. At any given moment, a red dragon will be able to tell you the precise monetary value of all the objects in its hoard, down to the last fraction of a coin.

reddragon_39y.gif
reddragon_3R6.jpg


Download here... RedDragon.rar

Unit32, Large and Small pcx, and Sound Files included. Is a Heroes of Might and Magic 4 unit.

Tom
 
BTW, I won't do any Zoo Tycoon 1 files, they are an utter pain and very very time consuming just to have them come out wrong. Zoo Tycoon has an editor which lets you export the images out 1 direction per animal at a time, but it exports them in a way that it auto crops the image to the minimal size to hold the animal... which means every single image is a different size.

This is no problem, but the problem comes in that for images that have an odd numbered width or length, will become 1 pixel off compared to images that are even numbered widths or lengths when adjusting canvas sizes in Photoshop. (which means that they ping-pong back and forth occasionally in a final storyboard)

On top of that, the animals use flipped images of East directions for the West directions. Although it shows it normal in the editor, and let's you save these, it saves the East directions only. This means it direction needs to be flipped for all SW, W, NW. This can be automatically done, be would have to be 1 at a time with actions for each of these 3 folders, for each animation; or would have to copy all of these to a single folder elsewhere, and then copy them all back. No thanks.

Not worth my time, I will try animals available elsewhere.
 
Nightbringer (Evil Monk) (unit conversion and civ colouration)

Civ Colors on white/grey portions of unit. It is tough to get perfect civ-colours on a unit that consists of pure color shades; Darker civ colors always look better than lighter civ colors in these cases. The unit looks fine in-game, but If requested, I will release a non-civ coloured version.

14 Flc's included; Build (Spell-type anim), Cast, 2 Death's, 3 Defaults, 2 Fidget's, Melee, Run, Walk, TalkFidget, TalkIdle.

Nightbringer.gif
nightbringer_65g.jpg


Download here... Nightbringer.rar

Unit32, Large/Small pcx, and Sound Files included. Is a Kohan 2 unit.

Tom
 
Another great conversion Tom. This one is definitely one of my favourites so far. It would look great if that casting type animation could have a fireball or something like that added in. How hard would it be to add in one of you spell units? Could it be down by making an M unit with this unit and one of your spells?

Cheers

Nick
 
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