So finally I've returned to this project. Things that I decided to change: * remapping of the whole asset Although I had a nearly finished texture I wasn't pleased with what I had. The main reason was a lack of texture resolution. One 2048 texture for the whole tank and interior section was not enough to provide enough…
So i've been working on this project for some time although with considerable interruption due to other stuff poping up. Anyway I think it's time to show what I have so far and start a thread about it. So my goal is a new portfolio piece and a another opportunity to learn about hard surface modeling. I got inspired by the…
Thanks for your comments. @ waedoe: Regarding the size of the vehicle I don't have precise numbers but judging from the hatches you have mentioned the length is about 18 times of the hatch diameter. So depending of on the hatch size (I would expect about 70 - 80 cm the whole tank comes at a length of about 13 - 14 m, a…
Just a quick clarification on what you mean by floaters. You're talking about just sticking geometry right through and intersecting them? I've heard that poly flow rarely matters on high poly objects, if they are being made for a normal map that is.
on the merkava, the driver is actually on the side of the engine, like this: you can see the drivers hatch sticking up there. here's a CAD of the merkava powerpack: the transmission in the front extends to each of the drive sprockets. in most modern tanks, the armour actually consists of a lot of air, called "spaced…
Just to finish this thread and project once and for all here is my final update on this thing: After completing a pedestral for the tank my marmoset decided to refuse to render the scene-setup with three meshes & materials and caused some really weird render-errors. :poly127: "So what?" I said and threw the whole bunch…
Well, first off. The tank is looking great. Nice modeling. As for which concept to choose. I'd opt for number 1 - the only reason being, the tank right now is very symmetrical, i think 1 would help break that up a bit and create some contrast. However, I'm sure which ever you choose will still look good.
Hello there. Quite some time has passed since last update. I was busy doing the bakes for the tank and I can tell you it was a hell of a ride. From earlier projects and reading on polycount I thought I had at least a tiny bit of a clue about baking normalmaps. But when I was baking maps for this I ran into various issues.…
@ Makkon & Hboybowen: Thanks for your kind words. I'm glad you like what I have so far. Btw: Makkon your drawings are great. The engineer-cat and Darth-Owl and so many others are just great. To the tools I'm using: For all the modeling I've used Maya 8.0. Subdiv handeling is somewhat crapy I think. I heard this is fixed…