Hey there, I am glad that you're pushing through the fear of posting to polycount it's great to get feedback here instead of from peers sometimes where they sugar coat it a bit for fear of offending. With that said I feel you are off to a great start. One thing that can sometimes be a bit of an intriguing way of showing of your model is maybe opening some of the hatches even though they are not open in the concept/toy. Starting with little changes will allow you to make larger changes without fear of straying to far from the concept! Great work! Cheers!
It's been a while since i'v worked on the tank due to the throne room competition but finally progress has been made.
The Highpoly is sitting pretty at 15,395,173 and when all the pieces are set to visible my pc begins to chug, i'm glad i'v broken the tank into mask-able layers.
lastly as you can see the back of the turret still needs work as does the engine block and the back storage rack.
Been feeling slightly out of sync so i'v decided to do an environment a day for a week. so I'm going to do an environment a day for a week to help improve my pipeline understanding an application. just to note i'm going to also be finishing the tank this week.
Day Two
started with the texture this time, it worked kinda, I need to improve my use of color. also everything is super square next time more circle stuff.
the random word today was hypnotism so i immediately thought swinging watch and those Freud couches so i spend the first 20 mins making the texture again, and then went on to make the room, i think it cam out ok however the lack of color variation in the scene is a bit meh and the mysterious rock/wood texture is naff but for getting the entire thing done in 1 hour I'm happy i even had time at the end to make a door. I felt like i had finished the scene with around 10 mins to spare which means I could have spent more time texturing to improve that wood/rock. tomorrow I'm going to try and do a more photo realistic room and seeing how that goes with normals and specs and ue4 import and presentation at the end. I'm not recording how long it takes me to present my scene. Should I be? I will tomorrow.
The treads need some tweaks and i think the turret still looks a little bare. In general i'm very happy with he progress though and looking forwards to having it done and on my website.
Time taken 1 hour
30 mins texture 30 mins model
went well, grass is a bit weird had to stop due to time limit, happy whit the new technique for wood using splodges of color and then smudging the wood grain in. I'm gonna film my next attempt.
For my next portfolio piece i'm going to be making the Revanent from Strikesuit zero. Below is the block out i'v made to quickly roughed out the sizes and shapes 'ill be working with over the next 3 weeks. Unlike my Glaive project, i'm intending this one to be engine ready and the final presentation is planned to be done in unreal 4. With the placeholder blocked out the next step is to build the firstpass for all of the working parts. The original Strikesuit design by by Junji Okubo had functionality in mind when it was designed so as I build it I need to take into account that all of the separate pieces have to be pose-able and offer the range of motion necessary for the game. I'm also planning on attempting the texture pass in substance but that'll depend on how this goes.
Block out - Time taken 20 mins
Next step - First pass the modules and receive first round of feedback
in a bid to improve my time management i'm attempting to document my progress more often. i'm also testing out a backdrop, and would love feedback.
Engine pod piece - 1 hour
Next step - continue first passing the block out
also I thought it would be prudent to put a picture of the goal and what i'm working off as reference here too
it's coming together i'm going to try to have it entirely firstpassed textures included by monday. I'm also thinking my senond pass model are gonna need to keep a better track on their tricounts as the total scene tricount is getting pretty big.
the project is coming along well. I probably spent too long tweaking the central body but most of the shapes are there now and much of the intricate details can be in the material though i'm not sure wither to create a high poly for it or just paint them in directly onto the material.
Replies
The Highpoly is sitting pretty at 15,395,173 and when all the pieces are set to visible my pc begins to chug, i'm glad i'v broken the tank into mask-able layers.
lastly as you can see the back of the turret still needs work as does the engine block and the back storage rack.
started with the texture this time, it worked kinda, I need to improve my use of color. also everything is super square next time more circle stuff.
functionally good but visually awful, i need to spend a bit more time planning my texture usage before diving into the modeling.
30 mins texture 30 mins model
went well, grass is a bit weird had to stop due to time limit, happy whit the new technique for wood using splodges of color and then smudging the wood grain in. I'm gonna film my next attempt.
Block out - Time taken 20 mins
Next step - First pass the modules and receive first round of feedback
Engine pod piece - 1 hour
Next step - continue first passing the block out
also I thought it would be prudent to put a picture of the goal and what i'm working off as reference here too
scene from in ue4
it's coming together i'm going to try to have it entirely firstpassed textures included by monday. I'm also thinking my senond pass model are gonna need to keep a better track on their tricounts as the total scene tricount is getting pretty big.
the project is coming along well. I probably spent too long tweaking the central body but most of the shapes are there now and much of the intricate details can be in the material though i'm not sure wither to create a high poly for it or just paint them in directly onto the material.