Hey dudes (and dudettes?) here's a tank I did for a school assignment, we got to chose between 4 exisiting concepts for the game ground control II,
poly limit 3.5k
2 x 512 maps and 3 materials were allowed, i used a phongx2 and 1xblinn for the tracks
1x256x128 for the track
All normal map details were modeled as seperate meshes in maya and then projected onto the original surface. the bullet holes and correded surfaces were modeled in zbrush and cut out and placed in photoshop.
Deadline was yesterday so I might aswell share it with you.
comments, crits and hits are appreciated.
lots of love
w
Replies
Have the concept handy?
What about in game "sized" screen shots?
Crits:
- The top turret seems a bit dense?
- You could probably push the spec and diffuse a bit farther. You could use the spec to shine up some of the edges on the normal map. It looks like you might have done it a little? But it might not be enough to show up.
- Since this is a RTS unit you probably need to push things a little farther then you would for a FPS game so they show up at the actual game size and concentrate not so much on the sides but on the top. If that makes any sense at all.
- Even at this size its loosing some of the detail in the diffuse and normal. You might have stayed zoomed in too much and not stepped back far enough?
Nice stuff though, do more
-Nick
yeah i agree, the diffuse texture is VERY plain.
it needs more welds, more stuff.. more.. add some tools on there, like hacks, shovels, chains, barbwire, stowage, anti-skid pads, attachment points for maintenance, engine cooling grilles... anything.. just make it look more interesting.
Ps. I know the textures are lacking, but im trying to get better
I'd play around with some (hand painted?) Ambient Occlusion. The lighting on RTS engines generally isn't anything special and your unit would be rather small; therefore, it never hurts to make the forms a bit more obvious by having concave areas be darker and convex edges be whiter than normal.
Secondly, dirt! You have some, but some thick mud could really add character. On top of that, it would make the wheels obviously assymmetrical (as opposed to white discs), which shows the rotation nicely.
Anyway, good work .
Tried a lot of different textures since thats my weakness and what I should practice. So sorry for the long jpg.