So this will be the first time documenting my process on Polycount. I'm working on a redesign for the GDI Hover Tank MLRS from Command & Conquer Tiberium Sun.
I created the concepts my self. I want to turn it into a game-ready model using Blender and Substance Painter next.
Since I don't do too many game models at work, I was wondering if someone can tell me what the polycount should be. I aiming for something close to the models in World of Tanks 1.0.
Full Res:
https://www.artstation.com/artwork/DxR4KEFor the initial sketch, I used Blenders Greaspencil to get a good feeling for the proportions. Then I painted over it in infinite painter on my ipad.
Also here is the original design from 1999:
Looking forward to posting the first 3d WIPs and getting some feedback along the process.
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Next, I have to figure out the details.
Any kind of feedback is greatly appreciated!
Next, I will be working on the lowpoly and figure out the final details of the Highpoly.
In order to save texture space, I only bake half of the mesh and mirrored most elements that won't need readable text etc. I'm using two texture sets 4k each.
I haven't done this process in a while so I made a whole lot of mistakes along the way. After redoing the UVs three times I'm finally happy with the result.
Here is the full lowpoly model:
Texture: 2 x 4k
Polycount: Tris 25.264k
Looking forward to post the final textured version!
The final model takes up two 4k texture sets.
Please check out more renders in full res on my Artstation:
https://www.artstation.com/artwork/rR6QNm
Please check out more renders in full res on my Artstation:
https://www.artstation.com/artwork/rR6QNm
Feedback is heavily appreciated!
Thank you!