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Comet A(34) Tank

Hey working on this tank for a uni assignment and would be great if I could get some feedback on it. At the low poly stage now and any advice on how that's looking too would be very helpful. The tri count is around 22,000 at the moment. Also as you can see the tracks have quite a high point running around the middle any advice for that on the low poly as it quite expensive tri wise to model into the low poly.

Thanks

High Poly
http://img148.imageshack.us/img148/6351/workinprogressfinalhigh.jpg

http://img707.imageshack.us/img707/6351/workinprogressfinalhigh.jpg

http://img856.imageshack.us/img856/6452/758.jpg

Low Poly
http://img858.imageshack.us/img858/5854/workinprogressshot12103.jpg

http://img854.imageshack.us/img854/7789/workinprogressshot22103.jpg

http://img20.imageshack.us/img20/1608/workinprogressshot32103.jpg

Here are a few reference images too.
http://lh5.ggpht.com/_OXYk4qHJ42s/SIlswB9Xm_I/AAAAAAAADKw/no27xaSg4fo/IMG_4847.JPG

http://farm3.static.flickr.com/2463/3875283902_2f1b775241_o.jpg

http://upload.wikimedia.org/wikipedia/commons/archive/e/ef/20100829143914!Comet_tank_1.jpg

Replies

  • mats effect
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    After a bit more work today its down to 18,300.

    workinprogressshot12203.jpg
  • Naz
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    Naz polycounter lvl 7
    Great start, some parts of the mesh still look a bit to hight poly while others could use a bit more polygons, I sujest balancing out the tries in certain areas. For example the machine gun on the front could use a bit more polygons, while the up and down axis holding up the main canon could easily have a smaller poly count and look the same. Keep posting its getting there :)
  • mats effect
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    Cheers Naz, will do :)
  • Eckxter
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    In addition to Naz's comment I'd say you can get rid of some polygons in the regions showed in the image below.workinprogressshotedit.jpg

    I'd also say there are quite alot of polygons in the top hatch, but I can't see it clearly enough, so I'm not sure if they're necessary or not ^^
    Besides these things, I say it's looking nice :thumbup:
  • Geledonutt
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    I think you could re-work the mantle (thing the big gun goes into) Seems pretty dense.

    Nice model over all though, can't wait to see the finished product

    If you want to get those wheels down (rear ones look pretty high) you may want the teeth on the gear to be separated from the wheel itself. The wheel as it is doesn't need that many sides.
  • mats effect
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    Thanks guys. Took on that advice and reworked a few areas. Have to move on to the Unwrap and normals though as I want to give that a good bit of time and have about 2 weeks left to finish this.

    Cheers guys.
  • Matroskin
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    Matroskin polycounter lvl 11
    The tracks are too wide now. It is definitely wider than mostly seen on reference. I could assume that u might have seen "extended all-terrainess" version somewhere but I would say as a 3d model by itself such wide tracks don't look goog imo.

    I mean, they can be a wide as u want but the wheels should adjust for a more pleasing result. In your case the drive wheel is way too small to make it look believable that it can push a tank throught that wide tracks.
    I would just switch back to "default" track width ;)
  • mats effect
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    Matroskin wrote: »
    The tracks are too wide now. It is definitely wider than mostly seen on reference. I could assume that u might have seen "extended all-terrainess" version somewhere but I would say as a 3d model by itself such wide tracks don't look goog imo.

    I mean, they can be a wide as u want but the wheels should adjust for a more pleasing result. In your case the drive wheel is way too small to make it look believable that it can push a tank throught that wide tracks.
    I would just switch back to "default" track width ;)


    Yea very true mate, I should have fix that up.


    Here is the final tank. Normals suck and UV space should have been better used but I am quite happy with it. Had a ton of crap to hand in around the same time as this so it could not get all my time. But here is to a summer of improving on 3D :) Anyway cheers for all the help guys, any feedback on the final thing would be great.

    brender.jpg

    diffuse.jpg

    normaljd.jpg

    specular.jpg
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