Great start!Also concept looks good.
Now I would suggest you to loosen up the hard edges.Otherwise the normal map won't catch the detail
Thanks, yeah its a great concept. I tried to keep them loose but i might go in and smooth those edges but i don't know if it is needed since pretty much everything is going to get a dose of sculpted edgedamage (with that i mean that that will probably smooth the edges some more).
I like how it looks, gj!
I think ur still missing some bolts and damage tho This tank has obvously been shot at, can model that in there. The plate that's protecting the wheels also seems a bit small still. Liking it so far, good luck
I like how it looks, gj!
I think ur still missing some bolts and damage tho This tank has obvously been shot at, can model that in there. The plate that's protecting the wheels also seems a bit small still. Liking it so far, good luck
Thanks! Yeah i will do a pass with Mudbox where i will add damage and rivets. I decided to make the plate over the wheels smaller because i think it looks better when you show more of the wheels, i also think it feels like the tank concept was inspired by old tanks which what i could find had no plates there but the newer ones does.
Hey !
Really nice ! You've been pretty fast
I like what you have already done, the high poly base seems pretty clean.
In my opinion, you should "break" the edges. As you can see on my concept, almost every edges are not straight. I think you should destructurate a bit your mesh
I can't wait to see the sculpted mesh, dont forget to sharpen the edges !
Hey !
Really nice ! You've been pretty fast
I like what you have already done, the high poly base seems pretty clean.
In my opinion, you should "break" the edges. As you can see on my concept, almost every edges are not straight. I think you should destructurate a bit your mesh
I can't wait to see the sculpted mesh, dont forget to sharpen the edges !
(Sorry for my terrible english ^^)
Thanks! I had it in mind, but i think i forgot to do it before i started to sculpt it and now the sculpt is pretty much done so i think i will skip it unfortunately.
Very cool. Digging the design. I liked the other robot peeking through the window. Bullet holes look strange to me. Think it would make more sense if they appeared at the front areas as they face the battle. Also they should be rougher.
Will you be adding any effects to the cobblestones, like them being crushed by the weight of the tank or something? Would add a lot with some unevenness anyway.
Very cool. Digging the design. I liked the other robot peeking through the window. Bullet holes look strange to me. Think it would make more sense if they appeared at the front areas as they face the battle. Also they should be rougher.
Will you be adding any effects to the cobblestones, like them being crushed by the weight of the tank or something? Would add a lot with some unevenness anyway.
Thanks! The head of the character is really big in comparison to the windows so i decided to just have one on the outside.
And about those bullet holes, i have decided that i'm wrapping up the sculpt and moving on although i don't really know if it would make so much sense to shoot at the front of the tank since its not to much to make damage on while on the side its the windows/hatches to shoot at. And if i change my mind in the texturing stage its not that hard to bake out a separate bullet hole and place it in the texture.
And about the cobblestone i have started the lowpoly and as mentioned i want move on from the sculpt so i will most likely not touch that. But i will see what i can do in the textures.
Thanks for your feedback and time, very appreciated!
i would "misalign" some pieces like in the concept , to give it a battered look on its structure, maybe also emphasizing the "comical" nature of the concept like make the top head a tad "curvy" , i am terrible with words, but if i have time later ill paintover what i mean looking good man !
i would "misalign" some pieces like in the concept , to give it a battered look on its structure, maybe also emphasizing the "comical" nature of the concept like make the top head a tad "curvy" , i am terrible with words, but if i have time later ill paintover what i mean looking good man !
I think i get what you mean I missed out on that and have already started the lowpoly so i will most likely not edit that unfortunately. And thanks .
Yeah as Joao pointed out it does appear all straight and "Stand to attention" look to it and if you take a look at the concept again you'll notice the side panels come out at a slight angle.
Plus the exhaust has small outward slant to it to and you've got to include that little fella taking a little peek outside the turret.
By making time to make these alterations you piece will benefit 100% because of it. Good luck.
Replies
Now I would suggest you to loosen up the hard edges.Otherwise the normal map won't catch the detail
Made a simple concept for a part that i thought about having on the top but i will most likely not use it.
I think ur still missing some bolts and damage tho This tank has obvously been shot at, can model that in there. The plate that's protecting the wheels also seems a bit small still. Liking it so far, good luck
Thanks! Yeah i will do a pass with Mudbox where i will add damage and rivets. I decided to make the plate over the wheels smaller because i think it looks better when you show more of the wheels, i also think it feels like the tank concept was inspired by old tanks which what i could find had no plates there but the newer ones does.
Really nice ! You've been pretty fast
I like what you have already done, the high poly base seems pretty clean.
In my opinion, you should "break" the edges. As you can see on my concept, almost every edges are not straight. I think you should destructurate a bit your mesh
I can't wait to see the sculpted mesh, dont forget to sharpen the edges !
(Sorry for my terrible english ^^)
Thanks! I had it in mind, but i think i forgot to do it before i started to sculpt it and now the sculpt is pretty much done so i think i will skip it unfortunately.
Will you be adding any effects to the cobblestones, like them being crushed by the weight of the tank or something? Would add a lot with some unevenness anyway.
Thanks! The head of the character is really big in comparison to the windows so i decided to just have one on the outside.
And about those bullet holes, i have decided that i'm wrapping up the sculpt and moving on although i don't really know if it would make so much sense to shoot at the front of the tank since its not to much to make damage on while on the side its the windows/hatches to shoot at. And if i change my mind in the texturing stage its not that hard to bake out a separate bullet hole and place it in the texture.
And about the cobblestone i have started the lowpoly and as mentioned i want move on from the sculpt so i will most likely not touch that. But i will see what i can do in the textures.
Thanks for your feedback and time, very appreciated!
I think i get what you mean I missed out on that and have already started the lowpoly so i will most likely not edit that unfortunately. And thanks .
Plus the exhaust has small outward slant to it to and you've got to include that little fella taking a little peek outside the turret.
By making time to make these alterations you piece will benefit 100% because of it. Good luck.
I don't now if i will take the time to do the changes to the highpoly since i have already done the the lowpoly and started unwrapping.