Hello!I'm trying to diversify my portofolio with some more vehicles and I wanted to model a tank for a long time,so I've decided on the Challenger 2.For now I'm just blocking out in 3ds and trying to find good references,since it's kind of hard to find.Even the blueprints aren't perfectly matcjing,but that's it,I'll have to work with what I have.Anyways,I want to regularly update here since I think it will keep me motivated.Here is the progress so far:
"...and trying to find good references,since it's kind of hard to find.Even
the blueprints aren't perfectly matcjing,but that's it,I'll have to work
with what I have."
Prime Portal walkarounds are usually pretty good especially for closeup shots of parts either hidden or not attainable via a standard image search and also if possible will always try to model off of a vector .svg of whatever tank I've got in mind that's worth the effort, for at least close enough accuracy's sake.
Hey there, I was going through the pictures you attached and they look marvelous! Blocking out the basics in 3ds Max is a great start and I can see you're making good progress. KEEP IT UP!!
Finally got some time to work on this project.I still have to do the top and the back,on the back I have plenty of references but from the top view not so much.Btw,that site was really usefull,thanks @sacboi !
One question that comes up looking at the rear vents/grill is what the intended outcome for this model is and how it's going to be seen. If it's not supposed to be a 1:1 representation, I'd be careful with having such tiny details that become high-frequency noise in everything but close-up shots.
I fall into that trap a lot. Start to model things up close and 1:1 to the reference, and then when I pull the camera back, it's almost entirely lost.
@Toureiro I'm trying to be as accurate as posible so that wire netting would stay since it is on the actual tank.Anyways,it will be projected onto a plane with opacity and if it would end up too noisy I can always make the grid thicker,will see then depending on how it looks.
I edited this so I won't spam the post.I've finished the barrels today and I think the lower part,the chasis is done.I will recheck after the whole model is done to see maybe I missed a detail,but for now is done.Next step is working on the turret.
I've managed to retopo the model and baked the hull and the tracks,still have the turret to bake.It ended up higher tri count that I thought,the tracks are eating most of it tho : ~ 250k tris but anyway since it's a portofolio piece I'm not to worried,I preffer to be as detailed as posibble.Also,when I baked I've messed up a bit in Painter with the textures to get the art direction,I've attached an image of that too.Anyone with current AAA gaming experiance to tell me how much I got over the normal tri budget for a model like this ?
I've started working on the textures today,here are some screen grabs form Substance.Anyways I've only focused on the hull so far,on the turret I've only copied the layers so please ignore it for now.If anyone has any critique I'm glad to hear it.
Replies
I was going through the pictures you attached and they look marvelous! Blocking out the basics in 3ds Max is a great start and I can see you're making good progress.
KEEP IT UP!!
One question that comes up looking at the rear vents/grill is what the intended outcome for this model is and how it's going to be seen. If it's not supposed to be a 1:1 representation, I'd be careful with having such tiny details that become high-frequency noise in everything but close-up shots.
I fall into that trap a lot. Start to model things up close and 1:1 to the reference, and then when I pull the camera back, it's almost entirely lost.
But if it's a 1:1 then it is what it is
I edited this so I won't spam the post.I've finished the barrels today and I think the lower part,the chasis is done.I will recheck after the whole model is done to see maybe I missed a detail,but for now is done.Next step is working on the turret.