Hey everyone im just doing this big piece well its big for me anyways but it would be great if i had some guidance and feedback to help me get this done. right now im blocking out and playing around with things i can add but i cant see every angle of the tank so any ideas would be great. im looking at other tank references as well. any input would be great ps i will include the warehouse its in but let me just get the hardest part out the way lol
the knee pad style armour on yours looks really small, the original looks big and chunky, more big shapes like that should break up the silhouette in really cool ways. good work so far!
Ye man you're right. i bulked up and changed the legs a slight bit to match the concept. I think ill move on to high poly now and make this look more complicated for myself lol
heres an update of the high poly. sorry its coming along slowly but im still motivated to finish this. going to start the low poly now and the unwrapping after.
Hey guys im know i haven't been doing this for a while but im back. I finally found time to carry on. I am now at the baking stage as i have done the low poly and unwrapped it. there are pieces everywhere. i didn't realize how many little pieces i modeled for this tank. i have hit a few issues though. can someone please tell me why im getting these baking issues for some reason i cant figure it out. i use maya baking and xnormal both the same problem. The cage is fine. normals facing the right way. so im lost and i want this to look good so im being patient with it.
Lots of gradients. You didn't mention smoothing groups (hard/soft edges I think they're called in Maya?) Maybe check you have them set up to correspond with your uv islands? If all else fails, isolate one piece and try to bake it out properly. Once you crack the problem you can fix all the other pieces
Thanks Rizzler. i forgot to mention that aswell but ye i check them too and the smoothing groups are right too. im so confused whether i done something wrong without realising. it only happened to like 2 meshes and they are fairly simple shapes too hence why im confused.
sometimes maya locks my normals and I dont know why, try unlocking normals and re-doing smoothing on those pieces high and low poly, if thats not it then I dont know. You could also try baking without a cage to see if there's any issue with the cage.
I honestly dont know how to thank you. for the first time i got help that actually worked first try haha. Im really grateful Ged thanks alot it solved all the problems i was having
Just another update. I watched a few more tutorials for tips and tricks and once i found out abit more i decided to start texturing from scratch.
so what i have done is chosen what material i will have as the base and what parts to apply the materials to. i then added paint on top of the raw metal so once i start adding some scratch it revels the raw material.
im either going to add the patterns and some writings on the mesh or im gong to start to add roughens details scratches leaks dust dirt ect
if anyone would like to guid me on what i should do next please do
Try flipping the green channel of the normal map Substance Painter is using, I don't think errors like that should be happening and might actually affect your texturing e.g. the particle brushes
Hey people!!! Finally textured the tank using substance painter so here it is. its rendered in marmoset for now because the project is not completed and i wanted to show you my progress. Im still going to build the environment and have everything in UE4.
Hey it looks cool but somethings funky with the normals or normal map? it looks like the shading is broken - like when you do a bake and then edit some verts and the shading groups get messed up.
here are some screenshots again. I sorted some of the normal map gradients and funkyness which has improved it but the bit on the leg in the first picture for the life of me i couldnt figure it out. Ill try again after i build the environment. thanks guys for the feedback. Sorry Peanut i tried playing around with the scales but then the leg either looked too thin or it made it too long. im going to have to leave it as it is but thanks for the feedback.
Your biggest issue right now is some normal map artifacts on various places like on the legs. Your normal map would seem fine on the bitmap but can still yield funky results in 3d due to sync mismatching or you might be broken the normals of the mesh you baked afterwards. I'd do a new fresh bake to be exactly sure.
Thanks IGI. I said fuck it let me try one more time as i wanted to get it right and i found the problem and fix it. baked it again and now i dont have the funkyness. Thanks everyone for your honest feedback ill keep updating
Here are some of the props i have done so far. Slowly but surely. got alot of props to do Once i have done all the props ill jump into substance designer to do the walls and floors
Love the tank piece, well done! Personally I'd add a bit more wear and tear to the parts closer to the ground, to make it pop a bit more and to give some sense to the damage that the machine took over use.
Great work. The model is really awesome but, in my opinion, the textures don't hold up to it. Having the same, silver material for the whole body looks very.. strange and dull.
I would try to seperate the parts of the mech more by assigning different materials and colors to different parts of the mech even if this is not the case in the concept piece. Also the metall propeety of the silver material is very strong. Try to get it down a little bit, armor panels don't really have a metallic look.
How I would change the Material: - tone down the metal property of the silver material, make it more "tank armor" like - change the material of the "inner parts" to some dark, unpainted metal - add a different colored material to the barrel - add some highlight colors (e.g. yellow "DANGER" lines) to the heavy machinery
Great work. The model is really awesome but, in my opinion, the textures don't hold up to it. Having the same, silver material for the whole body looks very.. strange and dull.
I would try to seperate the parts of the mech more by assigning different materials and colors to different parts of the mech even if this is not the case in the concept piece. Also the metall propeety of the silver material is very strong. Try to get it down a little bit, armor panels don't really have a metallic look.
How I would change the Material: - tone down the metal property of the silver material, make it more "tank armor" like - change the material of the "inner parts" to some dark, unpainted metal - add a different colored material to the barrel - add some highlight colors (e.g. yellow "DANGER" lines) to the heavy machinery
thanks guys for the feedback i really appreciate it. thats kl i can always go back and play around with the textures which i was going to do but didn't know how to approach it. i was waiting for some fresh eyes to help me on this.
The last one i didnt understand. where and on what model did you suggest to put the danger lines on ?
sorry for the late reply. Been in the zone with the environment. thanks for the feedback guys. now i understand. once i get my environment finished ill go back to edit the tank.
hey guys. i haven't done a mesh with glass. so i have this hydrogen tank and im trying to have the glass effect like i have made in substance. i used an opacity map but in ue4 i couldn't set it up. should i have a complete separate material just for the glass bit ? i used alot of my time trying to figure it out so im leaving it to the end to solve it but if anyone got any tips or advice to help me with the problem please do
heres the tank updated. i wanted to see if this is what you guys had in mind. i changed the base colors toned down the metalness added some yellow lines and hazard lines mixed different materials and added dark metal materials to the mid leg area
Really happy to see this placed in an environment! If I were you I would establish some simple camera angles with a first lighting pass. This will allow you to focus your efforts where they are needed to make this piece shine! Good luck and looking forward to seeing this progress.
thanks guys. i have added a few more lights and made my floor texture finally. im going to break the floor up abit more once i get the others done. . I just need to decide my camera angles too. hopefully on my next update ill have that sorted out.
Just updating again. added more of the lighting i wanted and colour. I still need light maps sorry guts i didn't realise my images that i posted where huge. i have Shrunk them down now
Finally Done. Heres some screenshots but its still in preview lighting. im going o build the lighting in production today as it takes long. Bit any feedback would be great
Replies
Ye man you're right. i bulked up and changed the legs a slight bit to match the concept. I think ill move on to high poly now and make this look more complicated for myself lol
i use maya baking and xnormal both the same problem. The cage is fine. normals facing the right way. so im lost and i want this to look good so im being patient with it.
If all else fails, isolate one piece and try to bake it out properly. Once you crack the problem you can fix all the other pieces
so what i have done is chosen what material i will have as the base and what parts to apply the materials to.
i then added paint on top of the raw metal so once i start adding some scratch it revels the raw material.
im either going to add the patterns and some writings on the mesh
or
im gong to start to add roughens details scratches leaks dust dirt ect
if anyone would like to guid me on what i should do next please do
Sorry Peanut i tried playing around with the scales but then the leg either looked too thin or it made it too long. im going to have to leave it as it is but thanks for the feedback.
got alot of props to do
Once i have done all the props ill jump into substance designer to do the walls and floors
The model is really awesome but, in my opinion, the textures don't hold up to it.
Having the same, silver material for the whole body looks very.. strange and dull.
I would try to seperate the parts of the mech more by assigning different materials and colors to different parts of the mech even if this is not the case in the concept piece.
Also the metall propeety of the silver material is very strong. Try to get it down a little bit, armor panels don't really have a metallic look.
How I would change the Material:
- tone down the metal property of the silver material, make it more "tank armor" like
- change the material of the "inner parts" to some dark, unpainted metal
- add a different colored material to the barrel
- add some highlight colors (e.g. yellow "DANGER" lines) to the heavy machinery
thanks guys for the feedback i really appreciate it. thats kl i can always go back and play around with the textures which i was going to do but didn't know how to approach it. i was waiting for some fresh eyes to help me on this.
The last one i didnt understand. where and on what model did you suggest to put the danger lines on ?
I think some small colored parts would make the whole thing more intressting.
i changed the base colors
toned down the metalness
added some yellow lines and hazard lines
mixed different materials and added dark metal materials to the mid leg area
The changes give the model much more fidelity.
sorry guts i didn't realise my images that i posted where huge. i have Shrunk them down now