Hi Peeps
Quick Post here on the latest hobby project i am working on. After the modelling the Ultra Modern Challenger 2 Theater Entry Specification i decided to do a 3D model of where it all began, and i intended it to be my very own, personal tribute to the Centenery of the Great War, the Mark IV Tank.
Still doing the High Poly at the moment, finished the tracks, sponsons and outer hull, now going onto the central hull section. Here is a couple of renders for you to be going along with.
All C and C welcome
Whisky
Replies
Whisky
Hopefully this weekend will see the high poly completed as i visited Bovington tank museum to get the final bits of Ref i needed! :thumbup:
Whisky
Yep, i understand, and a very good spot! Next update will include the amendment
Whisky
High Poly now complete, now moving onto the Low Poly. Sponsons complete but not much to show Low Poly Wise, so here are a few renders of the completed HP
Whisky
Whisky
Cheers! I tried something new in 3D Max, which was bake to matched material ID's. meant i didn't get any overbaking of neighbouring objects so the Normal and AO bakes were really clean with no artifacting which was noticeable on this model.
STarted setting up SD, although i feel i want to use some of the same base metal textures i used in Photoshop to start off my material substances, and the use the various nodes to tweak, adjust and make all the other others. However, i feel this is a cheat as opposed to really learning SD by creating everything procedurally...any thoughts? Also i have been thinking about the wooden unditching beam and again i think using photo resource would be the way to go, as the end section is going to be a circular grain whereas the length is going to have latitudinal grains and i think a graph to do either justice would be so complex and time consuming when i could just use photo resource? Any ideas?
Been awhile since my last update. I have been getting to grips with Substance Designer. Awesome tool and i love the workflow! I originally started off with the Metalness/ Roughness workflow but i just couldn't get the result i wanted to reverted to Spec/ Gloss which was a real pain to change all of my graph and materials....but oh well....learning exercise and i am quite happy with the result. All C and C welcome.
Whisky