Looking good! Only thing that pops out to me is the circular hatch on the top looks like its resting slighting inbetween the angled metal and the flat metal. Maybe shifting it one way or the other will make it seem more functional?
Looking good! Only thing that pops out to me is the circular hatch on the top looks like its resting slighting inbetween the angled metal and the flat metal. Maybe shifting it one way or the other will make it seem more functional?
Really cool proportions on this; you don't need to be ultra close just to read the details. If I can offer a crit, it seems the early texturing is reading more like a plastic because of the white (lighter) wear, when I'd expect more of a painted metal look.
And I hate to mention this so late into a project, and because this is only a criticism of the concept, but: how does this thing move forwards over bumps or at an increasing angle? The front extends wayyyyy beyond the tracks, so it'd crash into raised areas unless it's meant to reverse everywhere. And if it's only meant to take flat roads why is it tracked and not wheeled?
That being said, the end result looks great; the side armour is probably my favourite part of the design even though it's fairly plain. I guess this whole thing is a good example of big chunky pieces over small and noisy yet realistic detail. Even the tracks are really fat, yet it looks way cooler (and is more practical game-art wise) than lots of small thin pieces. I notice you've also excluded the wire mesh at the front that was in the concept. That seems in line with what I mean about big readable pieces over small, but maybe you could replace it with some (fattened) slat armour or something. Though that'd only make sense if it gets it on the sides/rear as well. Anyway, something to think about for future vehicles perhaps.
very cool! are you definitely going with that camo? the desert style looked really good as well. I think the camo is actually working a bit well on the forest shots and making the model harder to read.
Thanks guys. I wanna ship a few color schemes rather than having a "main" one, since customization is such a big thing with most games. I'm thinking the blue, tan, and green, both flat and with the camo pattern. Maybe the white also. A nice thing with PBR nowadays is how easy it is to change the albedo color without having to modify the specular response as well, makes doing variants a breeze.
@Shinigami there's an automated element of the edge wear based on the object space normal map (run through the Find Edges filter) and the curvature map to detect edges, with ambient occlusion and grunge patterns multiplied over it. Then there are some more major handpainted and photo-based scrapes in specific places.
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Still working on the wheels and tracks? I guess they'd look fine as is, if you're baking this down to low poly/ low res like your guns.
Test bakes for the turret, around 5k tris, a few things to fix up.
That's a good point
And I hate to mention this so late into a project, and because this is only a criticism of the concept, but: how does this thing move forwards over bumps or at an increasing angle? The front extends wayyyyy beyond the tracks, so it'd crash into raised areas unless it's meant to reverse everywhere. And if it's only meant to take flat roads why is it tracked and not wheeled?
That being said, the end result looks great; the side armour is probably my favourite part of the design even though it's fairly plain. I guess this whole thing is a good example of big chunky pieces over small and noisy yet realistic detail. Even the tracks are really fat, yet it looks way cooler (and is more practical game-art wise) than lots of small thin pieces. I notice you've also excluded the wire mesh at the front that was in the concept. That seems in line with what I mean about big readable pieces over small, but maybe you could replace it with some (fattened) slat armour or something. Though that'd only make sense if it gets it on the sides/rear as well. Anyway, something to think about for future vehicles perhaps.
Working on paint. Long way to go
@Shinigami there's an automated element of the edge wear based on the object space normal map (run through the Find Edges filter) and the curvature map to detect edges, with ambient occlusion and grunge patterns multiplied over it. Then there are some more major handpainted and photo-based scrapes in specific places.