Now off to the edge loop delete to get to my game model...the HP is at 300k not smoothed.
In game model how many tri's would you all recommend?
10,000 or 15,000.
Please not, this is NOT to Dawn of War specifications/tailored.
I am intending this to be more like the upcoming Space Marine game set to release sometime next year.
It is a third person action game set in the Warhammer 40,000 Universe(which I am a huge fan of I used to play the TT game but now this is my new hobby and life...Game art..
So I am looking forward to that game, plus I love Relic's games. (Dawn of War 2, Company of Heroes)
C+C welcome but I am pretty much ready to go tomorrow for the game version+ unwrap then texture...
Thanks everyone!
(PS I am including the model, actual TT model I have(I play Black Legion..don't play anymore but I used my tank model for good reference plus dawn of war 2 chaos rising in game shots.. other images are screen captures gotten in game from Relic's Dawn of War 2 Chaos Rising.)
Replies
Model&texture by Chris Edwards.
2048x2048 D,N,S. 25k triangles. Black Legion paint scheme.
Another, the spikes in the front just don't work, the texturing on them seems to show bad unwrapping, and the texture in general looks at best 512x512 and doubful if even that, its very blurry and has no definition. It is uniformly rubbed on the dges and anything not on a corner is the same color, with a slight lighter color on the edges, there isn't anything there but black. As I said before the texture has no definition and the normal map could be used to bring out smaller details if they were added to the high poly(lots of empty spots on the high poly that have nothing that adds to visual appearance).
Yeah, I think I can crunch it down some more, but did you bother to read my initial post(Does anyone do this anymore..?) I stated this would be more for a 1st/3rd person shooter.
Also, I probably could have taken better pictures up close that would perhaps illustrate the details more. Please reference the model I chose as well, that may help your analysis some more. Those large empty spaces are part of the hull, the only other examples would be the tiny bolts and other venting and such.
Edit: I probably could fine tune my texture a bit more to bring out the highlights in the black paint of the tank. Also, some more evident scratches I think would be better. There is something about the gold that is bothering me, I think it is way too saturated so I could bring this down and do some more with the color map.
You can check out my classmates WH tank
http://www.jacob3d.com/baneblade.html
Keep it coming if you got some more stuff.
Ask yourself: "is this a warm black, or a cool black? and how does that work with warm or cool highlights?"
Also you should get some rust in there-
http://www.polycount.com/forum/showpost.php?p=936864&postcount=242
yes it isn't a vehicle but it is mechanical and that 10k tri model has more detail than your 25k model. That model also has a lot more need for smaller triangles (which means more triangles overall for shape).
The heads on the barrels are completely flat on the side, I'd really like to see a wireframe and where you are using 25k tris.
There's going to be a lot of metal type things hitting it, so you might want your texture to have more scratches than a sand blasted look.
Also, more things will hit or brush up against the tank near it's midsection. That means there will be more paint damage near the mid section compared to the top.
The treads and bottom section look so clean! I guess it depends on the environment (like a desert or a wetlands) but the bottom part of the tank might have to be dirtied up.
Lastly, your specular map is going to be very important since you're dealing with metal. I'd look at a few tutorials dealing with metal texture creation (I'm looking into that as well).
Added some dirt and grime, and spec slashes along the hull.
- Accidently duplicated any geometry.
Other than that I'm not sure. I'm sure some more experienced polycounters can give you some more solid advice.Actually, this makes a lot of sense. Thanks camza. I am going to crunch it down a hell of a lot more and then I'll post progress later. Thanks.
Otherwise, nice model.