Havn't posted on Polycount in a long time, so forgive me if I commit any triangle related faux pas xD. I've recently started working on this Tiger I, and I wanted to spool up a thread to dump all my WIP images into.
Here is where it's at currently: I'm trying to challenge myself to put as much of the detail into the geometry as I can. Mostly just arrays of meshes along splines or displaced highly subdivided planes, and chamfers with weighted normals.
The reason for the slanted turret rear was because (and i didn't realize this until recently) - the reference diagrams I was initially working from were from CANCLED prototypes of the Tiger I: I'm glad to see people object to the angle because now I'm forced to fix it even though it will be a pain in the butt to do. @Klunk Thank you so much for the reference materials, I really appreciate it.
Indeed, they're great when trying to reference stuff that's either 'hidden' or difficult to gauge via just eyeballing sucky looking pics so these are routinely sources I tend to make use of, among others:
Thanks so much to you both! I really appreciate it.
I'm starting to get into some of the texturing now, but its more a big experiment in marshalling content between blender and painter, i've never really worked at this sort of a density before and even the UV mapping which would normally be very straight forward starts to get a touch annoying.
Thankfully the Zimmerit is pretty non destructive, and if I shuffle the UVs a bit I should be able to break up that apparent tiling.
I'm slowly getting through taking the individual models from "mostly done" to "textureable-y done" and getting the substance painter documents and bakes setup. Here's a few marmoset renders with a default Painted Steel smart material thrown across the gun and the turret:
There's a bunch of UV errors around the place that I need to fix. Once I get each major component setup in painter, ill start going through and giving each surface an actual material that is appropriate, but for now painted steel will just have to do. And yeah looking at these images, that Zimmerit tiling is suuuuper obvious atm.
Replies
Getting some more progress in tonight:
Finding reference for the back is pretty rough ...
the best reference is this though a tad pricey
https://www.themodellingnews.com/2018/07/tmn-on-tour-bovington-tank-museum-tiger.html
https://www.recomonkey.com/Land-Platforms/Tanks/Panzer-VI-Ausf-E-Tiger/Tiger-131-The-Tank-Museum/Walkaround/i-2KgFTpP/A
I'm glad to see people object to the angle because now I'm forced to fix it
@Klunk Thank you so much for the reference materials, I really appreciate it.
I'm starting to get into some of the texturing now, but its more a big experiment in marshalling content between blender and painter, i've never really worked at this sort of a density before and even the UV mapping which would normally be very straight forward starts to get a touch annoying.
I'm slowly getting through taking the individual models from "mostly done" to "textureable-y done" and getting the substance painter documents and bakes setup. Here's a few marmoset renders with a default Painted Steel smart material thrown across the gun and the turret:
There's a bunch of UV errors around the place that I need to fix. Once I get each major component setup in painter, ill start going through and giving each surface an actual material that is appropriate, but for now painted steel will just have to do. And yeah looking at these images, that Zimmerit tiling is suuuuper obvious atm.