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Warhammer 40k inspired Tank

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DavidBullock3D polycounter lvl 8
Hi everyone, this is my first post on polycount. 

I recently finished my this project and i'm looking for feedback in modeling, texturing, presentation and anything else I may have overlooked, as a student I know there's a lot more for me to learn, that's why i'm looking for feedback on my work. 

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  • jaker3278
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    jaker3278 polycounter lvl 8
    Well done on your first post on polycount, and great way to start the day with a project everyone can help you with. Fun that my first project was a war hammer tank!:) Firstly the lighting really needs a boost, What are you rendering in may i ask? If your in marmoset try brightening it and alter the exposure and saturation. I like the wear and tear you have done, but i think the under lying base texture needs some work, maybe add some colour to panels or have stripes or decals of war emblems. Have you textured in substance painter, if so try braking up some of the procedural wear you have, add a paint layer to the generator and paint in black on the edges.   

    Try changing the environment map your using and experiment with the lighting that should be your priority, then textures. 

    And remember to post up any changes you make,would be great to see. 
  • Zodd
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    Zodd polycounter lvl 11
    Seconding the part about lighting, also try removing background and setting up flat color or crank up the blur on background, i find that helps me a lot when dealing with lights. Also try adding more than one light, and set up mood for the scene.
    One thing that may be error is the certain details on the tank dont look like either metal or plastic ( i guess they should not be plastic ) mainly lights above front mudflaps have this "bone" white property to them, and also "searchlight" in the first image between main and right cannon, looks like its missing glass material (has just flat olive green)

    Don't get discouraged, this is great for first post, these are just things i thought needed fixing/more attention in future.


  • DavidBullock3D
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    DavidBullock3D polycounter lvl 8
    First off thanks @jaker3278 @Zodd for the feedback you have given me. 

    I completely agree about the lighting in the scene, it is one of my weakest aspects of my work. 
    I'm, currently rendering my work in Marmoset, I will take both of your advice on board tweak the lighting and post the changes. 

    I will have a look to breaking up the block colour on the panels and give it some more variety. I had a problem when it came to texturing the lights, I was trying to create a clear plastic lens you find on lights but as you can see I haven't managed to get the texture right. 

    I'm currently texturing in Quixel but I can make the changes to the wear that you are suggesting. 


  • Zodd
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    Zodd polycounter lvl 11
    Here is what i would try for the plastic lens.
    Add convex shape for the lens in the normal map, and maybe some details like vertical grooves on lens (depending on how much space you have left there, details may or may not be doable)
    Then set up that part to be 100% non metal and 100% glossy, then take it from there and tweak parameters until you get something that looks right.
    Then start smacking dirt on top of it but take care not to cover plastic-y lens entirely, so you still have that material separation between metals/plastics and dirt/dust/mud to tie them up together.

    There is another way that may be more ... correct, but that would require modeling the inside of the headlight and lens as separate objects, then setting the inside to something like bright super-reflective surface, and lens as semi-transparent with high gloss.

    Hope this helps, looking forward to updates.
  • jaker3278
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    jaker3278 polycounter lvl 8
    Looking forward to your update. and like zodd said dont be discourage this is a great start. 
  • DavidBullock3D
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    DavidBullock3D polycounter lvl 8
    Cheers for the help guys.
    Little update I'm currently cant do any work on the texturing side of things, I have hit a bug with Quixel and I'm unable to do any texture work at the moment so i'm trying to focus on the lighting. 
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