Here are my first few screen caps of a StarCraft 2 Siege Tank model i will be working on. It is a WIP and all and any feedback would be greatly appreciated.
thanks in Advance!
These are my main concept photos.
And these are some ScreenCaps of my WIP
Tred Close-up
Top View
Side View
...Updates to come very soon!!
Replies
but keep it up man, good start keep on churning!
i will definitely try and work on the front and back treads a bit more here right away.
i also posted the concept i am going off of definitively now.
as well as some more progress pictures. let me know what you think.
Concept
Concept
My WIP, Wireframe
My First AO Pass
Top View
Front View
Side View
Cannon Seiged and Unseiged
Anymore advice or feedback would be extremely appreciated.
here are some more WIP screencaps
Thanks Again!
AO Renders
WireFrame Caps
Side
Front
Back
Top
i modeled the foot first to make sure it all fits correctly in its first form.
the rest ill be modelling from here since it will be easier to see if the shapes are correct and if i need to cheat (a little bit to make it all fit) it will be less noticeable hopefully =S
i will do my best not to cheat the Geo though
as always, all and any feedback would be amazing!
heres the tank and im finally done modeling!
gonna start on the unwrapping and baking tonight.
i was able to limit it to 5 texture maps at 2048x2048
i will continue working on the texture, spec and AO maps for the time being.
as well as working on environment assets to show along with my tank. so it doesn't look so lonely. =P
UV_Maps
but looking good man
The main thing that sticks out to me here at this stage is a lot of your edges look too sharp to me. If you look at the concept it has a lot of nice soft transitions in the shapes giving it an overall softer more round feel to the hard surface. I would consider playing around with your highpoly a bit more and re-baking to attempt to get more of that feel from the concept. Its subtle, but it really does make a big difference imo. You could also play around in photoshop, but that might not be the best route.
Again, great job here, looking forward to seeing more!
[edit] I'm talking mainly about that middle area, above the tires/treds but below the main haul/gun section.
lewis i completely agree, it all has a pretty uniform and non metallic feel ATM, so i was playing with some spec maps last night and i think with a bit more work and some proper lighting and an IBL should hopefully sell that alot better.
Brad and Charlie. same here, i agree.
it IS a more medium poly model, my plan to get that more round feel of the concept is to take this model into zbrush and start playing with and shaping the panels and corners a little more.
once i started texturing this thing i could really start to feel how flat the model was. so hopefully that will help and if u guys have any other suggestions it would be greatly appreciated.