Sometimes; for this Tiger I reused the steel road wheels for the Late Production variant from a SturmTiger model I did a while ago, but apart from that they were essentially made from scratch. I honestly don't like reusing meshes from previous models, unless time constraint is a factor.
Man, awesome work. I love the little touches like welding and dented hollow metal. What's the polycount on these, and do you get that red dirt effect from Photoshop post work? It looks a little bit like tinted AO.
What's the polycount on these, and do you get that red dirt effect from Photoshop post work? It looks a little bit like tinted AO.
The polycount is a bit over 15 million polygons on the Late Tiger, the Early Tiger is in the 11-12 million range; the 'red dirt' effect was achieved in Photoshop by adjusting the hue/saturation of the original rendered image.
I can see a few ways to do it, but I am curious about yours :P
(i'd personally render a screen space normals pass, feed it to crazybump, and use it as a mask for a 2d dirt layer. But how did you do it?)
- second! What the plan with that model? If it is for a game ... I think you spent some HOURS on things that could be achieved more efficiently. But if it's for some kind of movie quality rendering ... I want to see crazy lit renders!!!
- first, how did you achieve that dirt effect on this render ?
I can see a few ways to do it, but I am curious about yours :P
(i'd personally render a screen space normals pass, feed it to crazybump, and use it as a mask for a 2d dirt layer. But how did you do it?)
- second! What the plan with that model? If it is for a game ... I think you spent some HOURS on things that could be achieved more efficiently. But if it's for some kind of movie quality rendering ... I want to see crazy lit renders!!!
The render setup was just an Omni+Skylight with Scanline render. The Omni had a orange-red hue to it, the Skylight had a richer blue hue. The Dirt effect was essentially achieved in Photoshop by adjusting the Levels and Hue/Saturation. The different colors of the Late/Early Tiger renders was also achieved with Hue/Sat adjustment.
Currently it's just a high poly exercise, though originally I wanted to make it for a game engine; I do agree with you that if this was being made strictly for a game it could have been created more efficiently. If this was simply intended to go into a game and if the Hi-Poly model of was no consequence, I would do alot less HiPoly modeling and generate the majority of the normal map detail from height maps, since the difference between a hi poly bake and height map>normal generation would have been negligible on an asset like this.
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same here!
Awesome work dude!
Forms are all solid and it looks real accurate. Great work.
What is this "tanks" you speak of?
Needz to be baked down. Nao~!
Anyway you know I'm a fan looks like sehx, blah blah.
The End.
Sometimes; for this Tiger I reused the steel road wheels for the Late Production variant from a SturmTiger model I did a while ago, but apart from that they were essentially made from scratch. I honestly don't like reusing meshes from previous models, unless time constraint is a factor.
Some wirez, lol:
The polycount is a bit over 15 million polygons on the Late Tiger, the Early Tiger is in the 11-12 million range; the 'red dirt' effect was achieved in Photoshop by adjusting the hue/saturation of the original rendered image.
they are scultped in mudbox.
Damn. With the thought out placement and all. I was thinking he'd uvmapped the main body and height mapped 'em on in PS or something. Good details.
Good work Paul
I have two questions!
- first, how did you achieve that dirt effect on this render ?
http://www.peperaart.com/tiger/tiger_final.jpg
I can see a few ways to do it, but I am curious about yours :P
(i'd personally render a screen space normals pass, feed it to crazybump, and use it as a mask for a 2d dirt layer. But how did you do it?)
- second! What the plan with that model? If it is for a game ... I think you spent some HOURS on things that could be achieved more efficiently. But if it's for some kind of movie quality rendering ... I want to see crazy lit renders!!!
The render setup was just an Omni+Skylight with Scanline render. The Omni had a orange-red hue to it, the Skylight had a richer blue hue. The Dirt effect was essentially achieved in Photoshop by adjusting the Levels and Hue/Saturation. The different colors of the Late/Early Tiger renders was also achieved with Hue/Sat adjustment.
Currently it's just a high poly exercise, though originally I wanted to make it for a game engine; I do agree with you that if this was being made strictly for a game it could have been created more efficiently. If this was simply intended to go into a game and if the Hi-Poly model of was no consequence, I would do alot less HiPoly modeling and generate the majority of the normal map detail from height maps, since the difference between a hi poly bake and height map>normal generation would have been negligible on an asset like this.