View Full Version : Marder M III Tank..WIP
rockyj123 08-16-2005, 01:54 AM hi.. im making this in maya.. this is my 2 days of work..
c&c pls..
this is wot it actually looks like in real life
http://www.yourimagehost.com/is.php?i=62505&img=2915.jpg
And this is my wip till now..got very poor ref..so have to go slow to put in details..
http://www.yourimagehost.com/is.php?i=62504&img=2777frnt.jpg
go to the last pg for latest update
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Ranson
08-16-2005, 09:39 AM
Looks good. Only crit would be the front turnaround wheel, dunno why you made the cogs that big. Rest seems pretty accurate, tho there were numerous versions as always ( eg. this czech mod http://www.thetankmaster.com/english/afv/marder_iii.asp ).
Keep it coming. What tri count are you aiming for (minus the normal map details)?
rockyj123
08-18-2005, 11:51 PM
thnx for the reply ranson.. your right.. i shud make those clogs smaller..and thnx for the ref pics too .. but i think yours is slightly different from mine..
i have no tri count in mind as yet.. just making it look good..
here r some more updates..
http://www.yourimagehost.com/is.php?i=62741&img=1991frnt.jpg
http://www.yourimagehost.com/is.php?i=62767&img=frnt2.jpg
DingBat99999
08-19-2005, 12:00 AM
A couple of minor nits:
1. The muzzle brake looks too big. Perhaps scale it down a bit?
2. The road wheels could be thinner.
3. The rivets look a bit "tall" (if you know what I mean), but that could just be my eyes.
Looks good!
rockyj123
08-22-2005, 04:23 PM
done a few changes and added the treads..
http://www.yourimagehost.com/is.php?i=63057&img=frnt_treads.jpg
http://www.yourimagehost.com/is.php?i=63056&img=back_treads.jpg
ah details are sweet. but, its not a game model right? :P
normal map stuff or...
well i like it.!
the model looks very good, good work. But is it for a normal map? From what it looks, it isnt, the wheel rims and the barrel look 8-10 sided. The only thing i would suggest is that the rivots have to go. They can be skinned easily and just copy and pasted in photoshop.
G0st
rockyj123
08-23-2005, 01:26 AM
heres another render from another angle..
http://www.yourimagehost.com/is.php?i=63118&img=frnt_treads_2.jpg
Gordon Moran
08-23-2005, 02:08 AM
Looks great Rocky, 2 thumbs up from me! My only question is why is this in the game art section? Have fun UVing that bad boy!
cholbrow
08-23-2005, 02:39 AM
wow what a lot of work. My hands hurt just looking at it. Are you going to texture it? (it might not be worth your time as it looks really good as a shaded model)
rockyj123
08-23-2005, 03:38 PM
thnx gordon ans chris.. yeah i am in still 2 minds whether to unwrapp this sucker and texture it or start with some other low poly stuff and texture that...
rockyj123
08-26-2005, 04:24 AM
did a lod for the high res model.. its under 6000k polys now which was my target..
wud like some feedback where i cud reduce polys..
http://www.yourimagehost.com/is.php?i=63340&img=full_wire_low1.JPG
http://www.yourimagehost.com/is.php?i=63341&img=full_wire_low2.JPG
http://www.yourimagehost.com/is.php?i=63342&img=full_wire_low3.JPG
cholbrow
08-26-2005, 06:59 PM
There is a problem with consistancy in polygon size. For example, the berrel looks like it has 12 or so sides, the much larger wheels also have 12 sides. The exhast pipe has a load of tiny polygons. You need to choose an adverage polygon size.
When modeling low poly you should be mostly concerned with the silhouette there are plenty of small objects (like the handel for the hatch) that could be reduced to triangular prism cut into 3 or more segments. An easy way to kill some polys on the berrel would be to break it into many parts. The berrel has a sort of telascope shape, why not make each a differnt cylinder. (this way you could also adjust the amount of sides for each)
Distrabution of polygons is key. The tank is currently 14 hunderd Tris, but it looks more like 3000. Its the details that are killing it. What i usually do is look at the models size in game to see how many pixels each detail gets. You may find that the million tiny squares on the front of the tank are barely visable.
Anyways I hope this helps. Also I dont work next week but will be at vanarts at least one day, if you want me to re go over some texturing with you and the rest I will. (don't worry about getting uvs done I can use the robot model)
rockyj123
08-27-2005, 12:35 AM
thnx hsi n chris.. will surely make those changes and try to be more eifficient...
ya it will be really helpful if u cud over texturing again...
thnx again...
rockyj123
10-26-2005, 07:02 PM
had some spare time b4 my new project. so i textured the highpoly tank..
c&c most welcome..
http://img374.imageshack.us/my.php?image=testfrntcopy0kk.jpg
http://img374.imageshack.us/my.php?image=testbackcopy9ms.jpg
falkaholic
12-21-2005, 10:35 PM
Looks good.
Got any advice for someone about to embark on a similar project?
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