I would partly agree with achillesian, at least make the canon more exciting. Some extra constructional details would be cool.
Wider treads would be cool as well.
Right i dont want to make this tank too badass, as ive got 3 tank concepts, a small + fast one, a middle of the road one (which is the one im showing in this thread) and a big badass one.
imo lower the tank, fatter treads would add a more comic look without been too comic. Maybe reverse the way the cannons go, thinner at the base and wider at the end, not much but noticeable.
Use my shader!
It's not hard, and you can enable half-lambert for more TF2-like rendering
If you round this up nicely with it, I'd love to put it on my site even as an example, since it's so different than the other stuff on there.
I love the turret trunk's pear shape. It looks like a fat dude's neck being choked by a dress shirt collar. Which is super fun to look at... fat necks hypnotize me. I'll just phase out and wake up with a sticky butt. Weird, but I love it.
ace, I also love the shape. This is just personal taste, but I'm not digging the rivets. I think you could use less but more chunky rivets. I would also beef up the lines on the texture (the dark ones)
Use my shader!
It's not hard, and you can enable half-lambert for more TF2-like rendering
If you round this up nicely with it, I'd love to put it on my site even as an example, since it's so different than the other stuff on there.
Sure thing mate! I'll give it a whirl tomorrow and I'll post up how it comes out.
I love the turret trunk's pear shape. It looks like a fat dude's neck being choked by a dress shirt collar. Which is super fun to look at... fat necks hypnotize me. I'll just phase out and wake up with a sticky butt. Weird, but I love it.
ace, I also love the shape. This is just personal taste, but I'm not digging the rivets. I think you could use less but more chunky rivets. I would also beef up the lines on the texture (the dark ones)
Cheers man, and alrighty, I see what you're getting at, I'll change the lines and rivets tomorrow mornign and post it up
I like the tank as is. Just make the texture more exciting. Add damage, and some pin up art to it. I like the the fact that the thing looks like it has a face. I would add something to the hole so it looks like there is a person in there or something that looks like teeth. You can also add a machine gun to it, maybe make it larger than the turrets, add some shovels and spare tank threads. I would look at a ww1 or 2 tank and see what equipment it carried for ideas.
i was thinking of doing like, rimlighting, how would i do that?
if you use 3ds max, you can use the falloff map in the specular slot with fresnel turned on.
then put a light behind the model, and you're off. to get a more detailed specular effect,
you can then put the original texture into the bottom map slot, and bump up the
output amount(contrast) and RGB level(brightness) under output.
you can also put the texture into specular colour and adjust the contrast and brightness there.
then put a light behind.
for a cartoony rim light, you can add the falloff map into the self-illumination slot, and turn on colour, set that to white, and adjust the mix curve until you're happy.
here's the cartoony rimlight effect, and the settings.
I like the design, and really the design isn't the weak point here. What you need to work on is execution. Before giving depthy crits or paintovers or anything, it would be good to know what you're going for here.
Are you intentionally giving it simplistic materials? Is the sense of "cartoony" supposed to be the design or also how materials come across? Do you have a reference of some 3D artwork that shows the rendering style you want to have? (This will help us a lot in giving appropriate advice!) Pixar, for example, mostly gets their cartoony look from their geometry and proportions, but use fairly realistic lighting and materials, whereas Blizzard tends to use exaggerated proportions and painty textures. At the moment it's hard to tell what kind of look you are going for.
If that's the case you will get better results by baking down normals and AO from a high-poly model rather than drawing details on your texture. It will be difficult to make those unmodeled details work well with the modeled geometry if you aren't going to go for a Blizzard-esque painty look. Right now it has a similar effect to a glossy printout papercraft, and I don't think that's what you're going for.
Again, it will be easier for us to give helpful crits if we have a better idea of what you're going for. You may have an idea in your head of how this simple-material style can work great and look awesome, but right now I can't see it so I can't offer much to help you get there.
Are you trying for something like Mario Galaxy or Team Fortress 2?
Replies
Right here we go, photobuckets working now:
It's 4,100 Tri's, and its not finished yet obviously.
I'm not that happy with it atm, so yeah, I need serious crits on this.
more tapered guns
Wider treads would be cool as well.
Well ill see what i can do.
any comments on the texture though?
I think you could try doing color gradients instead of solid colors for texturing, creates more cartoonish style.
Also how could i make use of gradients?
Little update:
im glad someone brought that up.
i was thinking of doing like, rimlighting, how would i do that?
It's not hard, and you can enable half-lambert for more TF2-like rendering
If you round this up nicely with it, I'd love to put it on my site even as an example, since it's so different than the other stuff on there.
Sure thing mate! I'll give it a whirl tomorrow and I'll post up how it comes out.
LOL, I'm not even gonna ask. But cheers dude :P
Cheers man, and alrighty, I see what you're getting at, I'll change the lines and rivets tomorrow mornign and post it up
if you use 3ds max, you can use the falloff map in the specular slot with fresnel turned on.
then put a light behind the model, and you're off. to get a more detailed specular effect,
you can then put the original texture into the bottom map slot, and bump up the
output amount(contrast) and RGB level(brightness) under output.
you can also put the texture into specular colour and adjust the contrast and brightness there.
then put a light behind.
for a cartoony rim light, you can add the falloff map into the self-illumination slot, and turn on colour, set that to white, and adjust the mix curve until you're happy.
here's the cartoony rimlight effect, and the settings.
Normal:
Xoliul's Shader:
What do you guys think?
Are you intentionally giving it simplistic materials? Is the sense of "cartoony" supposed to be the design or also how materials come across? Do you have a reference of some 3D artwork that shows the rendering style you want to have? (This will help us a lot in giving appropriate advice!) Pixar, for example, mostly gets their cartoony look from their geometry and proportions, but use fairly realistic lighting and materials, whereas Blizzard tends to use exaggerated proportions and painty textures. At the moment it's hard to tell what kind of look you are going for.
Again, it will be easier for us to give helpful crits if we have a better idea of what you're going for. You may have an idea in your head of how this simple-material style can work great and look awesome, but right now I can't see it so I can't offer much to help you get there.
Are you trying for something like Mario Galaxy or Team Fortress 2?
*edit*
I think i will do the lines and the rivets as normal map details. good idea yeah?
*2nd edit*
I'm starting the texture again from scratch, i'm going to make it a touch less simplistic and add in normal map details.
Drop in any ideas if youve got any for me.
*3rd edit*
Alright, im failing at this xD
Update, just finished the normal mapping, excuse the low quality screen grab. i'm in a rush : P