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AR - 6W Armadillo

srivignesh
polycounter lvl 10
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srivignesh polycounter lvl 10
Hi Friends,
I am new to this forum and doing this small project for my portfolio based on the concept and reference.

Armadillo%20render.jpg


project info:
Model Name : AR - 6W Armadillo
status : WIP (finished the highpoly model and going to make low poly of this tank and texture it . )
High poly model Duration : 11 Hrs 30 Min.
Poly count : 1111810 Quads
Software used : Blender 2.69 RC1 , Photoshop CS5.
portfolio : http://www.brightblades.blogspot.com
reference : http://concepttanks.blogspot.in/2012/08/ar-6w-armadillo-by-carlo-balassu.html

Hope you like it, C & C Welcome.

Replies

  • DWalker
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    The secondary guns above the main cannons should be thicker.

    The driver's viewport is only on the right side of the tank; you have one on both sides.

    The fence on the rear of the hull should be shorter and the top rail should be thicker.

    The ridge under the lower handhold on the hull isn't present in the concept.
  • srivignesh
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    srivignesh polycounter lvl 10
    Thank you for your valuable comments sir..
    ok, Will fix those four and i will remove that ridge , if it doesn't look good..:)
  • srivignesh
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    srivignesh polycounter lvl 10
    made those changes.:)

    Armadillo%20render%20Update%202.jpg
  • srivignesh
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    srivignesh polycounter lvl 10
    Finished the lowpoly and baking of this tank.
    Polycount : 21K tris(21150 tris)

    screenshot4.jpg


    screenshot6.jpgscreenshot7.jpgscreenshot6.jpgscreenshot8.jpgnormal.jpgdiffuse_2K.jpg
  • AtlusZMH
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    Your normals seem to have a ton of smoothing group errors. In a synced workflow that wouldn't generally be a problem, but I would reccommend going back and playing with the smoothing groups/hard/soft edges and letting your normal map do less work. :)

    http://www.polycount.com/forum/showthread.php?t=107196

    That thread has a ton of info on the subject!

    Also, your UV map in general could be layed out a bit more efficiently.

    Try to keep islands squared up and pieces like that tire tread could just be straightened out into a rectangle to improve visual quality from aliasing.

    Here's a really shitty example of what I mean by aliasing, but i think it gets the point across :P

    uuVHcsA.jpg

    Everything else looks great! Fix those issues and I think you'll have a rockin model to texture!
  • srivignesh
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    srivignesh polycounter lvl 10
    Thank you very much for your critique...
    Literally i am unwrapping and baking for first time and i done only highpoly before...

    can you say any other tutorials, tips and tricks for me?
  • AtlusZMH
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    Besides that thread on normal maps and smoothing groups, I would just google tutorials that use your program (which looks like blender!)

    There's also a lot of good info on the Polycount Wiki at the top of Polycount.

    For your first try, its not bad, you're heading in the right direction for sure. :)
  • srivignesh
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    srivignesh polycounter lvl 10
    hi friends,

    optimised this model to 19K tris (19975 tris) for unearthy challenge.
    Started the base diffuse map.
    software : blender + photoshop

    Uv unwrapping, baking and texturing for first time, so, please comment and critique.


    screenshot0.jpg
    screenshot1.jpg
    screenshot2.jpg
    screenshot3.jpg
    screenshot4.jpg
    screenshot5.jpg
    screenshot6.jpg

    wire.jpg
    mainNormal2K.jpg
    Maindiffuse2K.jpg


    Thank you.
  • Dethling
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    Dethling polycounter lvl 11
    The scratches on the turret and rear didn't look right.
    Try to think where scratches would appear if this vehicle is in use (normaly at edges, extrudes etc, not flat surface).
    Also the yellow (which I would repaint a little less YELLOW^^) helds would be far more scratched/oiled if they were used to attach something.

    Also try to avoid general (photoshop) filters to add scratches and dirt, they have the tendency to make your texture blurry, noise and not good readable.

    Also a little bit more color diversity makes it a lot more intressting and real.
    Most military vehicle seems to have only one color but if you ever build a plastik model of one, you will see they have a lot more colors.
  • BARDLER
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    BARDLER polycounter lvl 12
    It looks like you are setting all your edges to soft, 1 smoothing group, and baking. That is why you have all those gradients in your normal map, which can cause problems, especially when you compress your maps down. You want to make sure you are using hard edges to control your shading, and UV splits on those hard edges to get good bakes. Here are some videos that will help.
    https://www.youtube.com/watch?v=ciXTyOOnBZQ
    https://www.youtube.com/watch?v=OONQzKcWeMY

    You UVs can be layed out a lot better. Take the time to make sure you are making the edges that you can straight, getting pieces to nicely fit together to optimize space, and making sure your pixel density is good.

    You should look into doing spec and gloss maps. That is where you quality textures from and how you make sure your different materials read correctly. There are lots of good texturing tutorials and content out there to get started, check out Racer's tutorials and the polycount wiki.

    Hope that helps.
  • CinemaGFX
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    Your textures and maps are absolutely beautiful! keep up the good work!
  • srivignesh
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    srivignesh polycounter lvl 10
    hi polyCounters,

    polycount : 20K tris (19975 tris)
    software : blender + photoshop + UDK

    Uv unwrapping, baking and texturing for first time, so, please comment and critique.

    Highres_Screenshot_00008.jpg
    Highres_Screenshot_00009.jpg
    Highres_Screenshot_000010.jpg
    Highres_Screenshot_00011.jpg
    Highres_Screenshot_00012.jpg
    Highres_Screenshot_00014.jpg

    Maindiffuse2K.jpg
    mainNormal2K.jpg
    MainSpecular2K.jpg
    wire.jpg
  • srivignesh
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    srivignesh polycounter lvl 10
    here is an update

    M_scr_1.jpg
    M_scr_2.jpg
    M_scr_3.jpg
    M_scr_4.jpg
    M_scr_5.jpg
    M_scr_6.jpg

    N_scr_1.jpg
    N_scr_2.jpg
    N_scr_3.jpg

    Maindiffuse2K.jpg
    mainNormal2K.jpg
    MainSpecular2K.jpg

    shader1.jpg
    shader2.jpg
  • silkroadgame
  • srivignesh
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    srivignesh polycounter lvl 10
    @silkroadgame : Thank you...

    Final Update.
    snap1.jpg
    snap2.jpg
    snap3.jpg
    texture%20Sheet.jpg
    W_scr_1.jpg
    W_scr_2.jpg

    hope you like it.:)
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