This is the revised version of the first tank that I did for my portfolio. I re-zbrushed the front cover, added a barrel cover, remove the side plates, added some decals, and modeled the headlights. I hope you like the new render, thanks
Some very nice improvements. I'm not sure about that front cover though, right now it just looks too "clay brush". I'm not sure if that's what the cover really looks like or not, but it's something to consider
Some very nice improvements. I'm not sure about that front cover though, right now it just looks too "clay brush". I'm not sure if that's what the cover really looks like or not, but it's something to consider
I was thinking the same thing. It seems a little too obvious that the front cover was sculpted, if that makes any sense. It doesn't give really feel like the material it is supposed to be, unless I'm mistaken. Other than that though I love it. Really inspirational work.
I'd say also to retouch the cover on the front. The barrels cover is completely fine. Also the work that went into this is intense, but one other thing I would change is continue to put some subtle wear and tear on the main part of the body to break up that one long hard edge. Nothing massive, but definitely a notable difference. Great work though!
Great modeling; I agree with others, think the mantlet cover could use another pass. Also maybe vary up the size of the dents/dings; the mudguard covers were pretty thin sheets of metal that would bend more easily than the much thicker armor of the hull/turret.
Also, I'm not a fan of the text you put on the renders. You have this beautiful model with nice lighting setup ruined by an ugly wall of text. Maybe in more techinical renders such text would be approiate but otherwise it just gets in the way of the art.
Eraserhead- you have a good point on the text, I will get rid of it in the next renders
dejawolf- that's understandable, this was my first attempt, (now revised) at putting together a decent tank. I think the centurion is a tad-bit more complex, but visually speaking the MBT-70 is better looking
I am still modeling the front cover. hopefully it will get done tonight. thanks for all the crits.
Looks much better. The only thing that looks a little odd is the upside down V wrinkle above the barrel. I don't know what the barrel under there looks like, but it feels like it is getting caught on something, but I don't know if anything is supposed to be there.
Even so you could bake the texture from the high to the low so it's stil la valid question either way...
Would be awesome to see textured.
A) This is a site for video games artists, is it bad for me to assume when someone makes a high poly model its either to show your high poly skills in your portfolio, or to use it for a bake? It looks like a standard high poly piece and presentation.
It'd take so much more time to UV and texture that mesh than a lowpoly. And there is no reason to UV map twice for one object.
If I were a Canadian tank commander, this would be the last piece of shit i would drive on the battle field. Friggen thing looks like a Tiger Tank. Im sure these vehicle gets shot to shit like nothing.
Inspirational work. Already saved those renders to my HD.
I'm also curious about your rendering method. Is that a shellac material with standard GI and 3 point lights? I always have issues combining point lights with a skylight. Can never get the soft shadows to work well with the hard shadows and specular highlights.
A) This is a site for video games artists, is it bad for me to assume when someone makes a high poly model its either to show your high poly skills in your portfolio, or to use it for a bake? It looks like a standard high poly piece and presentation.
It'd take so much more time to UV and texture that mesh than a lowpoly. And there is no reason to UV map twice for one object.
A) Sure, you are more than valid in assuming that, however the original posters comments you corrected are just as valid an assumption.
It's quite reasonable to think he'd texture the source asset and bake it down...each to there own..... all I was pointing out mate.
I disagree.
You don't necessarily need to do a lot of UV work for a high res sculpt to be textured now days.
Much like film assets UV creation for high res assets can be quite fast.
Especially if the high res asset textures are then to be baked down to the in game asset .
In which case it could be shader based or procedural texturing.
Even a large variety of automatic UV projections methods will suffice if the source asset doesn't have any limitations on texture size etc.
But whatever, off topic.
F'ing sweet piece ZombieWells, I wish I had the patience to do such detailed work.
So I was asked to do some tweaking with the wielding and ye olde cloth- rendering takes forever... anyhow, I am moving on and building the AMP suit from Avatar; I will be taking that model to next-gen. Thanks everyone for all the wonderful feedback
tycho- try bumping up your shadow maps size in you spotlights roll down- I use 3 spots, one skylight, and a shellac material. I think I go into more detail in my other tank thread, so the color values and all that good business should be there.
Damn fine modelling sir! Can I make a small suggestion? It's about the canon, the joins between sections look too curvy, lamp post reminiscent. I'm not sure how this particular model looks but that part isn't getting me anywhere near as jolly as the rest.
tycho- try bumping up your shadow maps size in you spotlights roll down- I use 3 spots, one skylight, and a shellac material. I think I go into more detail in my other tank thread, so the color values and all that good business should be there.
Ahh found it. I tried it and i couldn't quite get my darks as nice and dark as yours, but I guess that's nothing a little Photoshop can't fix. Thanks for the tips
Replies
I was thinking the same thing. It seems a little too obvious that the front cover was sculpted, if that makes any sense. It doesn't give really feel like the material it is supposed to be, unless I'm mistaken. Other than that though I love it. Really inspirational work.
"Enterd Service" and "Hight"
Also, I'm not a fan of the text you put on the renders. You have this beautiful model with nice lighting setup ruined by an ugly wall of text. Maybe in more techinical renders such text would be approiate but otherwise it just gets in the way of the art.
Maybe this could help you out. Ignore the tutorial, just get the brushes
your MBT-70 is definitely a lot better.
dejawolf- that's understandable, this was my first attempt, (now revised) at putting together a decent tank. I think the centurion is a tad-bit more complex, but visually speaking the MBT-70 is better looking
I am still modeling the front cover. hopefully it will get done tonight. thanks for all the crits.
There's no reason to texture a high poly model if its for a video game, just use it to generate normals/ao/cavity, then you make the textures.
A) He never said it was for a game...
Even so you could bake the texture from the high to the low so it's stil la valid question either way...
Would be awesome to see textured.
How heavy is it in polys?
A) This is a site for video games artists, is it bad for me to assume when someone makes a high poly model its either to show your high poly skills in your portfolio, or to use it for a bake? It looks like a standard high poly piece and presentation.
It'd take so much more time to UV and texture that mesh than a lowpoly. And there is no reason to UV map twice for one object.
Awesome stuff ZombieWells, lot of attention to details i bow to you for your dedication.
If I were a Canadian tank commander, this would be the last piece of shit i would drive on the battle field. Friggen thing looks like a Tiger Tank. Im sure these vehicle gets shot to shit like nothing.
I'm also curious about your rendering method. Is that a shellac material with standard GI and 3 point lights? I always have issues combining point lights with a skylight. Can never get the soft shadows to work well with the hard shadows and specular highlights.
A) Sure, you are more than valid in assuming that, however the original posters comments you corrected are just as valid an assumption.
It's quite reasonable to think he'd texture the source asset and bake it down...each to there own..... all I was pointing out mate.
I disagree.
You don't necessarily need to do a lot of UV work for a high res sculpt to be textured now days.
Much like film assets UV creation for high res assets can be quite fast.
Especially if the high res asset textures are then to be baked down to the in game asset .
In which case it could be shader based or procedural texturing.
Even a large variety of automatic UV projections methods will suffice if the source asset doesn't have any limitations on texture size etc.
But whatever, off topic.
F'ing sweet piece ZombieWells, I wish I had the patience to do such detailed work.
Bravo good sir.
i really like the modeling !
Ahh found it. I tried it and i couldn't quite get my darks as nice and dark as yours, but I guess that's nothing a little Photoshop can't fix. Thanks for the tips