Thank you. Maximal polycount is 50000 triangles. Ingame textures: Hull - 2048. turret - 1024. Gun - 1024. Chassis - 1024. But we work on higher resolutions in order to deliver more details. Actual texture resolutions for renders above - Hull - 4096. turret - 2048. Gun - 2048. Chassis - 2048.
Guys and girls - thank you for kind words. Our team works hard to deliver best quality we can. Glad to see it can ignite new fire in you
Reconstruction of the tank HWK 12 on archival documents. 44k tris without tracks. Full cycle from low poly to texturing. Full resolution textures. https://www.artstation.com/artwork/4BoEl
Thank you. Maximal polycount is 50000 triangles. Ingame textures: Hull - 2048. turret - 1024. Gun - 1024. Chassis - 1024. But we work on higher resolutions in order to deliver more details. Actual texture resolutions for renders above - Hull - 4096. turret - 2048. Gun - 2048. Chassis - 2048.
Guys and girls - thank you for kind words. Our team works hard to deliver best quality we can. Glad to see it can ignite new fire in you
Thanks for the reply! Do you have any tips on how you tackled complex track pieces? Currently I'm using one re-topped piece which I duplicate and move into position by using path-deform. but this eats up nearly 100k Polys in itself
RashedAlmetrami - Sorry for the long answer. We have two types of tracks - one - cheaper - single mesh with tiled textures - for the battlefield, and other consists of separate track meshes - this type is for hq settings and hangars. Track rig creation is automated by our internal tech art team. We have special toolset for our engine. As for you - try to heavily optimise your track model) Ours rarely go above 200 triangles.
the textures look so believable and aged . it seems like the tanks have gone through all kinds of terrains and damages to be rendered i am a junior who's struggling a lot with texturing and material creation can you share some of your work flows and pipelines with us ?
the textures look so believable and aged . it seems like the tanks have gone through all kinds of terrains and damages to be rendered i am a junior who's struggling a lot with texturing and material creation can you share some of your work flows and pipelines with us ?
Although not a work flow or pipeline per se, what you really want is to grab as much reference as possible to get that believable look. Seeing what real materials look like and applying how and where rust/damage/dirt accumulates realistically is what really puts these apart from just generic metal materials.
AlirezaMorgan - Sorry for dissapearing) R3D is right) You need to study references and try to mimic them as best as you can. Try this resource It has huge ammount of tank references. Our texturing workflow is not very different, from, for example, this . Also you can check out different Substance Painter tutorials in the web. In our conditions it usually takes from one to two weeks to texture the tank. So, It is not fast process and we are spending a lot of time polishing textures. Couple of my recently released tanks
Replies
Glad to see it can ignite new fire in you
44k tris without tracks.
Full cycle from low poly to texturing.
Full resolution textures.
https://www.artstation.com/artwork/4BoEl
i am a junior who's struggling a lot with texturing and material creation can you share some of your work flows and pipelines with us ?
Couple of my recently released tanks
M18 Hellcat - https://www.artstation.com/artwork/l2mVo
Strv m/42-57 Alt A.2 - https://www.artstation.com/artwork/nKJ56
To keep this thread up to date I will add couple new tanks
SU-130PM
https://www.artstation.com/artwork/W2rLe2
50 TP Prototyp
https://www.artstation.com/artwork/8Agzm
WZ-120
https://www.artstation.com/artwork/R8zde
Fiat 3000
https://www.artstation.com/artwork/rqNWG
UDES 03
https://www.artstation.com/artwork/YwrvX
Nameless
https://www.artstation.com/artwork/A881X
M4A3E8 Thunderbolt VII
https://www.artstation.com/artwork/4ZBKk
WZ120 1G FT
https://www.artstation.com/artwork/3OwmB
Strv 74
https://www.artstation.com/artwork/kyywn
T34-3
https://www.artstation.com/artwork/rQ5lO