Hey Guys,
I am taking a break from environments for a bit and have started on a vehicle.
This is based 99.9% on
Mark Steven Raktraktor.
Here is a zrender of its current state:
I have been working on it for the past 3 or so weeks on and off, it's been really fun so far.
I started in max and brought it into z brush to shape and add details, I plan on doing the inside and if I have the time perhaps also one of the drivers. Once the vehicle itself is done I will low poly it and texture and put into either udk or ce3.
I posted this earlier in WAYWO and the feedback I got mentioned the proportions, I tried my best and had to fill in some gaps but apart from some scale issues I am pretty happy with it so far.
Here are some progress shots up until this point, firstly the max bases:
and then the zbrush progress to its current state:
Current state: some heavy denting and a few more pipes:
Some of the major things left are the inside, the chains, some details / plating I missed on the rocket tubes - the rockets themselves also.
I have really no idea what the hatch door with mechanical parts on the back is supposed to be exactly, but I decided to stay as true as I could to the awesome model by Mark Steves and so I did my best there, if you guys have any idea let me know and I will fix!
Feedback would be appreciated!
Cheers.
Replies
It will be very hard to keep up with the godlike texturing and the real life lighting of the original tho
cant wait to see it finished
The rear exhaust hatches look thicker than in the concept.
Anyway looking forward for your progress. This thing will sure turn out epic!
DWalker - Yeah it is a bit thicker, dang! I will also leave the wheel deformation until after baking
Slave_Zero - I had the top areas that detach in the ref images as separate subtools so that I could go in after and detail them. There are a few that I will need to rework if I want to do the innards of though ! But for the one cockpit area I started last night I modeled the insides in max and on the zbrush where it was intersecting I masked it out and moved it out of sight, very messy I could have booleaned but I didn't think it was really needed, the underside of the cockpit hatch I clay tooled out and it needs to be cleaned a whole bunch!
Some random details inside the cockpit at the moment, will elaborate on them more and fix up the cushions. I'm not going all out on the insides as far as seat betls and little handles levers and knobs, just a general arrangement.
Hopefully more updates in the early hours of tonight, thanks for feedback
Some detailing of the underside of the cockpit hatch, doesn't match the original very well but I'm not too fussed about that part.
i second Makkon on the workflow ^_^
I have finally gotten some time to get back to this recently, I low polyerised it and have started doing some base colours:
I'm looking to try using substance designer 4, probably after I get my head around what I actually want to do with this texture.
Speaking of panel lines, they look like they would be very large compared to a human. It could make it look a bit minature-like if you're unlucky...
Can't wait to see it done!
Are you planning rendering it on Marmoset toolbag?
Lucas
Always been curious on the workflow.
I fixed up the panels as you guys mentioned, feels a lot better now thanks!
dpadam450 - i think what you are seeing is the darkness of all the panel lines etc are from the ambient max viewport, the diffuse has no shading in the crevices apart from a light ao.
Kiridan - There is about 50% of the stuff left over, the more intricate stuff I had to rework.
I will try and get something together for a workflow, but it's not too much more than base mesh -> zbrush - stamp and bash
Some progress on the base texture, hoping to start the spec soon after some more wear and tear and subtle stuff.. crits more than welcome!
The whole kit-bashing community is a huge inspiration for me (there's much in common, don't you think?), so I'll be keeping an eye on this for sure.
This piece really deserves a nice environment or a pedestal, something to enhance its scale.
Thats going to look sexyyy when you do the spec, kick ass high poly details as well.
Id just recommend maybe scaling down the Camoflauge paint job so you get a bit more color variation, and some nice edge grunge to finish it off will do it some good lovin. Perhaps some caked mud into the Tire Tread?
Just some thoughts, it looks realy nice though!
Mark Steven's work is brilliant so I am trying to give it some 3d justice.
I will definitely add some finer / lighter dust / dirt to the cracks and give the wheels some life as you guys mentioned.
This past week I didn't get time to work on this but I have managed to get a basic bake down on the inside of the cockpit which I ignored till now.
I'm going to add some dirty glows in there with some stickers and other stuff the pilots might plaster inside it.
Still no spec, but added some orange rust here and there:
Thanks for all the crits, keep em coming!
Oh also this stands at 85k tris and I am working at 4096*
How you painting this? Zbrush?
Pedro - I am painting it in 3d coat
Yury - It's one sheet for the vehicle and a smaller one for the cockpit
Never used that software before. But you sold it on me. Do you have any specific flows for painting stuff like this? Would you be up for making a small video showing some of the tools you use for somthing like this?
Pedro - The painting workflow is fairly straightforward in 3D Coat, if you can use Photoshop you should be able to pick it up fairly quickly.
I was messing around with spec in max to get an idea of what I wanted to do with it. The ref is very matte and so the most I think I can do with the spec is pop some scratches / noise and the leaking oils... If you guys have any suggestions I would love to hear them!
The top two shots are from marmoset 2, I'm really not up to speed at all on this aldebo pbr stuff. So I'm going to mess about some more to see what the dealio is. I hope.
From what I've seen others do, it makes me want to have some really shiney things, I probably will try it on the hydraulics on the rocket arms.
Still have some chains/ropes/missile and the inside of the cockpit to properly texture yet.
Cheers!
edit - just realised the vent on the top of the cockpit is on the wrong side FFFFFFFFFFFFF
I took some time tonight to put it in marmoset with a little sandy base and some lights.
It's ended up looking a bit washed out so I will balance that out and finish it up asap !
I'm going to put a stop to this thing now, I want to move on ! Thanks for all the feedback and unless theres something I've missed then I won't do any more work on it. Let me know if you notice anything - I have looked at it too much to see anything.
I will be posting wires and a turn around in the coming days
Cheers!
Just my last comments.. I promise I'm done nit-picking :P Great Job!