Super solid man. Knowing your past work I look forward to seeing this come to fruition. You may have stated it in a past post, but what do you primarily use for modeling if you don't mind me asking?
No worries mate. This is looking super sexy so far. I made a T-34 my third year at uni, but it pales in comparison to this. I am loving the little details. Keep it up!
Some really solid modelling there! Nice work! You also using 3D Max for baking? What sort of tricount and texture resolution/ setup you aiming for? My my Challenger 2 i used 4k for hull and running gear, 4k x 2k for Turret....so wondering your setup
WHISKYDELTA - I bake in xNormal, much better and faster than Max. Not too concerned with polycount, probably going to end up at around 250k tris or so. Texture setup is very similar to yours: 4k hull / 2k-4k turret / 2k Chassis/wheels / 512 or so for the tracks.
So much dedicated and precise work, so little appreciation for the result in WIP stage from the community. Love the detail amount of detail you've added, any chance you'll make Leopard 2A7 or T-14 Armata sometime in the distant future?
Wow, amazing work. I think I will have a go at making a tank as well in the future, looks very interesting to model. But to make it work in Unreal, how many polys do you think it would need as a max. Never done such a big model so far game ready.
C86G - Yeah I use some photos from modeling kits, helps a lot with details on covered parts and the underside. Then blueprints as well, but mainly working from these photos (except the turret, I'm building a different one): http://www.primeportal.net/tanks/yuri_pasholok/t-90/
MEDIUMSOLID - I was actually considering doing a Leopard, but then decided to go with the T90. Maybe in the future, yes!
STEFAN_ARMAND - I don't know how many polygons Unreal can handle, and it depends a lot on things like: How many will there be on screen, how close can you get etc. I think a reasonable amount would be somewhere around 50k-100k triangles, if it's a "hero" vehicle maybe 200k. I'm probably pushing it with 250k-500k, but I don't really care because this is a fun project and I want detail.
SKYLINE5GTR - Nothing too special. I just modeled one track from reference, baked, duplicated and moved it to fit the wheels. It looks good mostly because there's a lot of geometry detail, but it's pretty heavy on the polycount. For use in a actual game you would probably want to go a lot lower. Just let me know if I can help with anything more specific!
if you don't mind me asking, is there any advantage to modelling all the details into the high poly instead of adding this later using something like NDO? Wouldn't doing all the small surface details be a lot faster to do in photoshop?
@DOXTURTLE Yes, would probably be a bit faster to to the small bolts and welds in ndo. But I enjoy modeling that stuff and I'm very used to it, so it doesn't take that long. Just model one bolt and use clone modifier. Same for the welds, just build a few then copy and adjust.
@COMMADOR Thanks Tim! Yea, lots of mirroring and scaling down bottom/covered parts. It doesn't look like much, but all the small parts add up a lot:
Well, this is badass. Your highpoly is just crammed with wonderful detail; I'd actually like to see higher res images if that's not an annoyance.
I'm working on a T-series tank chassis at the moment as well, and you're certainly pushing me to not be lazy. One question though, what do you mean when you say you "build a few" in regards to welds? Is there some super simple way to achieve welds with sub-d, or are they being made via some script perhaps? There seems to be too many for them all to be sculpted, surely...
Anyway, excellent work; I look forward to seeing more.
@Bek Sure, I'll post a few more high res screenshots in a bit. Don't be lazy, that vehicle is so crazy Yeah I considered sculpting, but that would take me ages. For welds in Max, there's the welder script: http://www.scriptspot.com/3ds-max/scripts/welder-0 I wasn't really happy with the results, but I adopted the idea of working with splines and displacement, then adjusted stuff to my needs. Probably not 100% accurate, but eh I'm not a welder and it's close enough for me. It's easy to tweak the settings for the different weld types, copy that thing around and adjust size/length etc. with splines:
Hi great work, im working on an MI-24 helicopter at the moment and this vehicle is something to aspire to! Please could tell me how you do you lighting in your first screen shots, with the dusty colour in the crevices and the grey specular? would really like to do this my self on my high poly. Thanks
@jaker3278 Thanks! The screenshots were rendered in Marmoset. If you have Marmoset: I used the "Late Day Field" sky preset with an additional yellow/orange skylight. The material is just a basic grey color with a little bit of metalness, and the dusty color comes from the ao and a slight color correction in Photoshop.
@Bek Sure thing, looking forward to seeing your tank! Here's a few higher res images, I hope that's better
I've optimized the hull UVs a lot / mirrored more stuff, and rebaked the whole thing. Took me a while but it was worth it, texel density is much better now. Hull is about 110k tris with 4096² normal and ao, the grids have their own 512² texture+alpha. Turret is still in blockout stage:
God damn this tank is sexy. How is the progress on the turret going? Is there a particular reason for why you start texturing some parts while not having it all baked down? But great job, looking forward to seeing you finish this piece.
@Nuclear Angel Thanks! No particular reason, I just wanted to take a break from all the modeling and work on something else. Turret is coming along, I'll post some updates on that soon.
Replies
I use Max for modeling
Chassis/wheels bakes:
Shini - I have both, but at the moment I prefer Quixel because I get way better performance from it.
You also using 3D Max for baking?
What sort of tricount and texture resolution/ setup you aiming for? My my Challenger 2 i used 4k for hull and running gear, 4k x 2k for Turret....so wondering your setup
Whisky
WHISKYDELTA - I bake in xNormal, much better and faster than Max.
Not too concerned with polycount, probably going to end up at around 250k tris or so.
Texture setup is very similar to yours:
4k hull / 2k-4k turret / 2k Chassis/wheels / 512 or so for the tracks.
What´s your reference here? Got a good plastic model kit or something?
C86G - Yeah I use some photos from modeling kits, helps a lot with details on covered parts and the underside.
Then blueprints as well, but mainly working from these photos (except the turret, I'm building a different one): http://www.primeportal.net/tanks/yuri_pasholok/t-90/
MEDIUMSOLID - I was actually considering doing a Leopard, but then decided to go with the T90. Maybe in the future, yes!
STEFAN_ARMAND - I don't know how many polygons Unreal can handle, and it depends a lot on things like: How many will there be on screen, how close can you get etc.
I think a reasonable amount would be somewhere around 50k-100k triangles, if it's a "hero" vehicle maybe 200k.
I'm probably pushing it with 250k-500k, but I don't really care because this is a fun project and I want detail.
SKYLINE5GTR - Nothing too special. I just modeled one track from reference, baked, duplicated and moved it to fit the wheels.
It looks good mostly because there's a lot of geometry detail, but it's pretty heavy on the polycount. For use in a actual game you would probably want to go a lot lower. Just let me know if I can help with anything more specific!
And thanks for sharing that awesome ref site haha
Hull bakes:
if you don't mind me asking, is there any advantage to modelling all the details into the high poly instead of adding this later using something like NDO? Wouldn't doing all the small surface details be a lot faster to do in photoshop?
@DOXTURTLE Yes, would probably be a bit faster to to the small bolts and welds in ndo. But I enjoy modeling that stuff and I'm very used to it, so it doesn't take that long. Just model one bolt and use clone modifier. Same for the welds, just build a few then copy and adjust.
@COMMADOR Thanks Tim! Yea, lots of mirroring and scaling down bottom/covered parts. It doesn't look like much, but all the small parts add up a lot:
I'm working on a T-series tank chassis at the moment as well, and you're certainly pushing me to not be lazy. One question though, what do you mean when you say you "build a few" in regards to welds? Is there some super simple way to achieve welds with sub-d, or are they being made via some script perhaps? There seems to be too many for them all to be sculpted, surely...
Anyway, excellent work; I look forward to seeing more.
@Bek
Sure, I'll post a few more high res screenshots in a bit. Don't be lazy, that vehicle is so crazy
Yeah I considered sculpting, but that would take me ages.
For welds in Max, there's the welder script: http://www.scriptspot.com/3ds-max/scripts/welder-0
I wasn't really happy with the results, but I adopted the idea of working with splines and displacement, then adjusted stuff to my needs.
Probably not 100% accurate, but eh I'm not a welder and it's close enough for me.
It's easy to tweak the settings for the different weld types, copy that thing around and adjust size/length etc. with splines:
Thanks! The screenshots were rendered in Marmoset.
If you have Marmoset: I used the "Late Day Field" sky preset with an additional yellow/orange skylight. The material is just a basic grey color with a little bit of metalness, and the dusty color comes from the ao and a slight color correction in Photoshop.
@Bek
Sure thing, looking forward to seeing your tank! Here's a few higher res images, I hope that's better
I've optimized the hull UVs a lot / mirrored more stuff, and rebaked the whole thing. Took me a while but it was worth it, texel density is much better now.
Hull is about 110k tris with 4096² normal and ao, the grids have their own 512² texture+alpha. Turret is still in blockout stage:
Turret is coming along, I'll post some updates on that soon.
Little bit of progress on the turret: