Yeah Casey good start. Glad to see you finally getting around to posting on here. You should get some very valuable feed back from these guys.
So I take it you are just gonna focus on the high poly to cut your teeth with. Good idea. Later if you want you can always build a low poly version to normal map and texture.
Here are some updates to the siege tank. I have finished the main modleing of the tread and armor. Going to do the details after the whole tank is done. Started work on the main body.
animatr-- I don't think the proportions are too off-- I'd just make the barrel beefier looking-- right now it looks kind of wimpy compared to the concept-- maybe a little thinker along the Y axis (or Z or whatever is your up/down axis ). Great model so far, though, CSmi, can't wait to see the final product!
is everything meshmoothable ? i mean that if you throw in a meshmooth on it will it become clean and smooth ? right not it seems like a "fake" highpoly, thats basically a lowpoly using smoothing groups ehehe , anyway i love the siege tank and i am really looking forward to see this come to a conclusion !
Hey,
So far it looks pretty good. I'm guessing you're going for a high poly render instead of an actual game model out of this? The original concept seems to be a little more organic / curvy than what you have here. The wheels are a little too low poly for a high poly mesh. Make them rounder. This mesh will also benifit a lot from a normal map. Can't wait to see it finished!
i dont understand is this supposed to be lowpoly or highpoly ? if it is lowpoly theres lot of wasted polys, but if it is highpoly you could push this ALOT further , as i wrote once , throw in a meshsmooth or turbosmooth modifier on the model and you will see what i mean.
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if it is highpoly you could push this ALOT further
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Sure he could, but maybe this is supposed to have clean shapes over longer distances and not actually strive for "super high detailed" realism? Just because you can push something much further doesn't necessary mean you should in every case
Edit: but jonny is right, for a low poly mesh the tracks are way to detailed and texturing a high-poly mesh that is only the base for a normal map is pretty useless, right?
are you making it for an actual mod of a game or just practice? I thought he was just realizing the concept into 3d. The model looks great the texture needs some love. one other thing can we see it at a different angle? or a couple different angles?
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Hope to see more soon, I am tempted to say somthing bout the treads but I not one to give critics so...
Nice choice.
So I take it you are just gonna focus on the high poly to cut your teeth with. Good idea. Later if you want you can always build a low poly version to normal map and texture.
[img]http:///www.dyslexicmormon.com/WebsiteShow/test_03.jpg[/img]
proportions look a little off, looks like it maybe needs to be longer? dunno, could just be perspective throwing it off
Add the antennas?
So far it looks pretty good. I'm guessing you're going for a high poly render instead of an actual game model out of this? The original concept seems to be a little more organic / curvy than what you have here. The wheels are a little too low poly for a high poly mesh. Make them rounder. This mesh will also benifit a lot from a normal map. Can't wait to see it finished!
keep it up.
Can't wait to hear your input on this new textured tank.
At this point the tank should start showing hard surface wear and tints.
It'd be awesome to see some glow maps applies ot parts of the tank for some lights.
Keep us updated.
if it is highpoly you could push this ALOT further
[/ QUOTE ]
Sure he could, but maybe this is supposed to have clean shapes over longer distances and not actually strive for "super high detailed" realism? Just because you can push something much further doesn't necessary mean you should in every case
Edit: but jonny is right, for a low poly mesh the tracks are way to detailed and texturing a high-poly mesh that is only the base for a normal map is pretty useless, right?