So I started this a while back, and got bored of it as I ended up learning a bunch of rigging and scripting stuff to get the tracks placed perfectly. I decided to come back and finish it properly and so I'm going to post my progress here.
Let me know what you think!
High poly:
Replies
EDIT: Only just noticed a whole bunch of pointless loops on two of the wheels, going to remove those asap
Yeah I derped with the smaller wheels, I removed a bunch already. And I've never really used an alpha map before, how could I make it look 3D?
I guess it looks like a toy because of the colour and the high spec. The high specular was simply to highlight edges etc. To be honest I'm not that concerned with separating any materials at this point, I will worry about that when I'm texturing. Sometime in the future I will sort out a grey mat render but it's not my primary focus at the moment.
Oh and ZombieWells I love your tanks. I don't suppose you'd mind sharing your weld mark alpha would you?
Here are some of my references. Note that I changed the front differential cover as I wanted to do this one (and the diff covers from other models are interchangeable).
Oh and I hope the references show that the casted turrets ARE pretty soft
i really like the damage detail on the turret's body - it really looks like it's a chunk of heavy metal bashed quite a bit - that said - i think it looks weird that you have that damage on the turret - but not on the body which looks almost pristine, straight-from-factory-line-like
really like all the hinges and main hatch on the turret
keep up the good work man
cheers
f.
Sand-casting means the mould is made out of hardened sand (mixed with some binding agent). The mould is discardable afterwards. It allows for casting very complex things that would be impossible with a recyclable mould (concavity issues).
Back in those days they probably didn't bother with going super-precise and smooth on these turrets. As long as it's fast to produce, strong, and the parts fit it was probably fine.
Read this if you want to know more: http://en.wikipedia.org/wiki/Sand_casting
Anyway, just brought it up because a lot of people seem to just suppose it's damage or forging marks.
cheers
f.
Thanks for your kind words everyone
I am literally ashamed of my tricount because when I started the high poly I just considered it subd practise, I put a lot of detail into the suspension and I felt like I had to continue it on to the low poly. There are a lot of repeating parts
The bake here is 4096x2048, thinking of just going for the full 8192x4096 because why not (other than it will take a stupid amount of time to bake - thinking of installing an xnormal node on my brother's computer when he isn't looking :P) The tracks are a separate 1K texture. I assume it's easiest to have them seperate, I wasn't sure if it was possible to tile them in the same way otherwise.
Dont save as PNG, that will already cut it in half, and dosnt need to be so big
also you can crop
EDIT: Actually you are right, first two images are big. Changed.
That's not an answer!
I'm guessing most of it is in your suspension, there's a lot of cylindrical objects you can cut back on there (assuming it's the same as the wires earlier on in this thread) without losing nay details at all.
Anyone have any suggestions on how to approach it?
Oh and here are my normal flats and wires. Yes, I am a bad person. Yes, half the map is for the suspension (was originally going to have them as a separate sheet). Yes, I have way too many polys. Yes, my UVs are terribly inefficient. I am a bad person and I will improve on my next model
Some reference for various camo styles: https://www.google.com/search?hl=en&q=sherman%20tank%20camo&um=1&ie=UTF-8&tbm=isch&source=og&sa=N&tab=wi&ei=rQpCUfmJBqi_ygHVzIBo&biw=1440&bih=836&sei=sApCUZryA-OiyAGJo4CAAg
The main body is pretty bland, but I will try to make this more interesting with camo as mentioned by VelvetElvis. The specular is pretty high but it's not very glossy. The paint itself is quite flat but there is quite a lot of noise/bumpyness in the specular. I'm not sure what kind of photo source I could use to make this.
I'm tempted to go for the 8Kx4K map again. I stopped doing it because after 18 hours of rendering my AO wasn't done. Might try lowering the settings. In hindsight it was pretty dumb to dedicate half my UV to the suspension
Further detail can be added with a variety of decals and some subtle grunge. I am reluctant to add damage as it's not really a machine that will look right with wear and tear outside of battle damage in my opinion.
What do you guys think?
Awesome tip, thanks :thumbup:
You were expecting something else?
After looking at some dioramas as Dan suggested, I've decided to go for a dusty/worn effect. Something along the lines of:
Here's what I have so far, would love comments and feedback on the direction I am heading. I really am a texturing noob so I appreciate help!
Also if you want to break up the green of the tank itself, look at adding some lighter patches where the sun has maybe taken some of the colour out. (not sure if that would happen in RL but what the hell :P).