Home 3D Art Showcase & Critiques

Low poly "battletech" tank critiques

Well i've been working at her for a few days now and i finally got the look and functionality that i wanted out of it. Just curious if some of you game artist guru's can cast a critical eye on it and maybe drop some comments or suggestions.

So basically we took the concept images and went from there, obviously not the greatest concept image but hey we do what we can.
demolisher3.jpg
Demolisher%20Concept1.jpg

Next was the low poly who weights in at 3614 tris.
demobase.jpg

After completing the low poly moved right along to the high poly for normal mapping.
Demolisher%20highpoly_render%20back1.jpg
Demolisher%20highpoly_render%20front1.jpg

Now the unwrap, i really could have spent a bit more time here but there is ALOT more models we have left to work on.

uvmap.jpg

Finally comes to the color map (had to resize it down), Was very challenging to come up with a nice earthy metal color but i think it came out fairly nice.

colormap.jpg



Now for the goodies!!
3614%20tri%27s.JPG
IS_Demolisher.jpg
IS_Demolisher2.jpg



As always critiques are apreciated so are any other comments. A BIG thing that had to happen while texturing this tank was to make it very easy to change the overall camo on the skin of the tank to make it look urban or jungle or artic, i've achieved this by adding a particular "cammo" layer system that allows for VERY simple editing of the layer group to make some very complex and very realistic camoflage. Also i wanted to stay with a very neutral color that way moving to different skins won't destroy the overall look. I hope you guys like it.

Replies

  • Japhir
    Offline / Send Message
    Japhir polycounter lvl 17
    looks very cool! i do think that you could mirror almost half of your texture sheet, for instance the tracks could be done by thirding, the bottom right thingie could be mirrored, almost the entire top part could be mirrored. (i think :P)
    keep it up!
  • Criminal
    You are completely right, and actually that's what i did intially, the problem i ran into was normal mapping....it seems that its ALOT easier to do the normal mapping if you have no mirror/welded uv's...so unfortunately you sacrifice a bit of texture detail for the advanced bump but I really didn't mind. I'm far more used to working on the mirrored uv's so it was kind of a pain in the ass to work on both sides but i can't complain...nobody listens frown.gif

    Thanks for taking the time to crit.
  • CheeseOnToast
    Offline / Send Message
    CheeseOnToast greentooth
    Looks good, I like the compact chunkiness of it.The proportions look great. The texture is well done, but very, very clean. I think you need to put some wear on some of the exposed edges, which would also let you get some use from a spec map. Dirt around the tracks and track covers would help too.The treadplate texture you have over the front of the track covers seems out of place, and would probably be better off just as more plain panelling.

    You could give it a lot more character with more unit markings, hand painted kill markings etc. Maybe some WWII style "nose art", (like the girly pics they used to paint on planes).

    It might be against the utilitarian look of the mechwarrior stuff, but I think a few more bits of self-illuminated lighting would be good too. Depends on what kind of feel you want it to have.

    Finally, if this is for a mod, you might want to consider giving the tracks their own texture. If you place your UVs well so that they tile, you can animate the tracks just by scrolling the UVs. Very common way to do it in games.
  • Criminal
    Agreed on all points! The treads are going to be a seperate map once its imported since the last few tanks i made worked far better by just simply doing animated uv's. Thanks so much for the crit! I'll definetly work on giving it a bit more character.
  • allyx
    Offline / Send Message
    allyx polycounter lvl 17
    The mirrored UV with normal mapping works quite well if you have hard edges around the UV shell and don't weld or keep the objects seperate. Just set up a model version with a different UV set and delete the UVs that have been mirrored before baking.

    I know the mirrored UV part was mention, but I just thought I would bring it up again since it really could have been done. It still looks pretty good.
  • Criminal
    Hey thanks alot for taking the time to crit Allyx, i have to say your work is fantastic i LOVE robotmuk. For now i need to move onto another model but its a much bigger model so i'm going to apply the technique you've said and see how that turns out smile.gif
  • dj snyder
    Offline / Send Message
    dj snyder polycounter lvl 14
    Cool!

    It'd be nice to see at least a little color/value variation on the skin, it seems very one-note atm
  • mikebart
    im probably starting to sound like a broken record because ive said it before about you're other HP models, I still think you should spend a bit more time chamfering the edges of the HP model.
    With or without that advice though it still looks really sweet:)
  • Birdman
    That looks fun.

    I agree with Snyder, if you add some color/value that tank is going to pop.

    -Bird
Sign In or Register to comment.