XM Magdalena 3D print, GGeorgy (3D)
LC #42 Pipers Alley

View Full Version : HMC #14 - Kenbishi Standard Light Weight Tank (Ghost in the Shell)

05-02-2008, 10:37 AM
Hey Folks,
i want to model this fellow from ghost in the shell:

I hope i'll have enough spare time to get it done in time and i'm looking forward to learn a lot from you on the way.

Also, this is my first contribution here so be soft on me :D

Regards Roman

05-02-2008, 11:20 AM
Sweet! Looks like a real challenge! Glad to see some newer people to the forums joining in on this! Good luck with your entry!!

05-03-2008, 09:17 AM
Alright, here's the first bit. I started on the main body:


Hope to have another update for you soon :)

Regards Roman

05-03-2008, 02:48 PM
more progress...


Comments much appreciated! :)
Regards Roman

05-03-2008, 03:20 PM
ahhh...such nice and clean edges :thumbsup: Is it a single mesh?
I would love to see the unsmoothed wires...

05-03-2008, 03:37 PM
Yes looks very neat and smooth! Great job so far!

05-03-2008, 03:40 PM
Thank you!

Is it a single mesh?
I would love to see the unsmoothed wires...
It's not a single mesh. i moved the parts away from each other so you can see the them here. (http://i278.photobucket.com/albums/kk103/limdaepl/wires_02.jpg)

Here's a wireframe:


Regards Roman

05-03-2008, 03:51 PM
alright! thanks a lot man. That is an excellent way to keep quads in the rounded parts.
I was always (mistakenly) trying to break up the single vertex in the middle (and get frustrated after a while).
This was an true eye opener and i thank you for it :)

05-03-2008, 05:03 PM
Not sure if i understood what you meant but you're welcome anyway :D

05-03-2008, 07:05 PM
oh...inside the red circle is the round area i was talking about...
the green is the single vertex i was trying to work with to lose the tris surrounding it,
and the yellow lines is the solution to that problem of mine...see, these yellow segments do not appear when you start off with a cylinder primitive,so you have tris in that area insead of quads.that was my problem :D

05-03-2008, 10:39 PM
I see now :D

main part is now finished, going to start the head now


Regards Roman

05-04-2008, 05:00 AM
Looking great! Love the wires.

I always liked this tank. Love it when it starts blasting away with it's guns at all the concrete in that room! GITS was great! :D

05-04-2008, 09:54 AM
[QUOTE=JeffrySG]Looking great! Love the wires.

I always liked this tank. Love it when it starts blasting away with it's guns at all the concrete in that room! GITS was great! :D[/QUOTE
i love this scene (http://i278.photobucket.com/albums/kk103/limdaepl/Ghost_1_1_1.gif) :D

Are you the JeffrySG from SFM btw?

Regards Roman

05-04-2008, 10:42 AM
Here's a start at the head:


And this is a detail shot of the top eye, i think i went a bit over the top detailing it given that it's only such a small part of the mesh. But that's why it's called hardcore modeling i suppose :)


Let me know what you think!
Regards Roman

05-04-2008, 12:49 PM
Looking really good! And hey, detail never hurt anyone! Looks like this could really go places! Can't wait to see t finished!!!

05-04-2008, 01:35 PM
detail never hurt anyone!
anyone but the computer and render time :)

great modelling mate. i'll be following this thread.

05-04-2008, 08:41 PM
lol, thanks guys!

More eye candy (i hope :p)



and another wire:


Regards Roman

05-04-2008, 08:52 PM
This is really starting to look like the real thing! Can't wait for more updates!

05-05-2008, 02:54 PM
Great detail! Although I think some of the corners/edges should be a bit sharper. :shrug:

05-05-2008, 03:45 PM
Great detail! Although I think some of the corners/edges should be a bit sharper. :shrug:

Thank you.
could you specify which edges you're thinking of?

Regards Roman

05-05-2008, 07:12 PM
Thank you.
could you specify which edges you're thinking of?

Regards Roman


This edge/corner seems a bit too round, but maybe that is how it is supposed to be. :shrug: I don't know as I don't know what reference you are working from. Maybe it should be a bit sharper.

05-06-2008, 07:22 PM
Thanks Jedi-Juice, i'll look that part up in my reference and see if it needs to be changed.

Here's a first start on the leg. Don't know why, but this was really tricky for me, it took me like forever to make...



I've done another part of the leg already too but since this part took so long i forgot to make a screencap of the other part^^

I'll show it with the next update!

Regards Roman

05-07-2008, 02:44 PM
Man, those legs are giving me a headache. Very difficult shapes (for me) and next to no reference. I think i'll have to make up my own details here and there (already did so)...


Regards Roman

05-07-2008, 03:15 PM
Looks good for how much trouble it seems to have caused you. Great job!

05-07-2008, 05:46 PM
And the other end:


05-07-2008, 06:22 PM
Dude, those legs are looking sweet, however much trouble they were it's paid off, looking good :D

05-07-2008, 09:37 PM
Thanks everybody for your kind remarks!

It's starting to take shape:


here's a link to a bigger ambient occlusion render (1600x1200):

http://i278.photobucket.com/albums/kk103/limdaepl/wip_ao_t.jpg (http://i278.photobucket.com/albums/kk103/limdaepl/wip_ao.jpg)

Still have to get the proportions of the legs right. They're still a tad too thin/long i think...

Regards Roman

05-07-2008, 10:11 PM
looks tight. nice progress so far.
only thing to crit are those indents on the feet. they´re not 100% round and look stretched.
http://funkyimg.com/t/398/415/wip_ao2.jpg (http://funkyimg.com/viewer.php?img=/398/415/wip_ao2.jpg)
besides that you´ve got a cool model.


05-07-2008, 10:21 PM
Yeah i know, that's actually intended. They just didn't look right when they were round.
Maybe i should give them a more rounded box like shape though rather than that oval one so this becomes more obvious.
I'll have to think about how to detail those legs anyway since the reference i have happens to be pretty rough...

Thanks nevertheless, keep it coming!

Regards Roman

05-09-2008, 03:28 PM
this is the best tank i have ever seen...
i love ghost in the shell...
i was going to do the Tekkaman but out of time, i couldnt even finish the LION AND SERPENT of the last challenge.
man i love the edges and i think its getting too good :P

Could you please Mark all your pictures? or some1 will steal them...
just a signature will do.

Keep them coming.

05-11-2008, 04:10 PM
Nice modelling ,thanks for sharing the wires ,no crits from me

05-20-2008, 08:03 PM
Looking nice, any updates ?

05-22-2008, 03:59 PM
Thanks for the comments! Keep them coming :)

Excuse the recent lack of updates, i'm quite busy with university stuff atm...

Meanwhile at least a small update:


Hope to have a bigger update soon!
Regards Roman

05-22-2008, 05:48 PM
This is looking super slick so far! Really great modeling work on it!

05-22-2008, 08:23 PM
This is looking sweet! I hope you have enough free time to finish.

05-23-2008, 06:04 AM
This is looking real good!

What app are you working in?

Gruß aus Berlin! :)

05-23-2008, 10:11 AM
Thanks everybody! I'm still looking forward to finishing this in time...

What app are you working in?

Gruß aus Berlin! :)

Grüße zurück! :)

I'm modeling in Wings3D, rendering in Maya. Odd combination i know :D but i'm still learning Maya and when it comes down to speed and accuracy i'm still modeling faster with Wings3D...

Regards Roman

05-23-2008, 11:36 AM
... i'm still modeling faster with Wings3D...


Ich weiß, Maya kann sehr frustig sein, besonders was das Modelieren angeht. Falls Du leichter und schneller in Maya arbeiten willst, solltest Du mal das Plugin NEX von dRaster ausprobieren. Das hat bei mir den gesammten Modeling Workflow in Maya positiv auf den Kopf gestellt.

Weiter so, das wird was!

05-26-2008, 03:07 PM
I finally found the time to continue working on this:


Larger ambient occlusion render (there is one smoothing error in this render which has alread been fixed):

http://i278.photobucket.com/albums/kk103/limdaepl/wip_ao_t2.jpg (http://i278.photobucket.com/albums/kk103/limdaepl/wip_ao2.jpg?t=1211813278)

Now i just need to connect this part to the torso and then finally model the GUNZ :D

Regards Roman

05-27-2008, 05:08 PM
Coming along nice!

05-31-2008, 10:44 PM


Link to high-res render (1600x1200): link (http://i278.photobucket.com/albums/kk103/limdaepl/final01.jpg?t=1212273527)
Link to ambient occlusion render (1600x1200): link (http://i278.photobucket.com/albums/kk103/limdaepl/final01_ao.jpg?t=1212273526)

The last bits have been modeled really quick and dirty (well, dirty as compared to my usual mesh quality which means they are still very clean :p)

I'm really glad i got to this point in time and i learned a lot on the way. I hope you like my entry, as always c&c much appreciated!

I'll post in the submissions thread tomorrow once the ortographics and wireframes are done.

Regards Roman

05-31-2008, 10:47 PM
Looks awesome! Glad you were able to finish it in time!! Good luck in the judging.

06-01-2008, 02:23 AM
the color render its now my background image...
but i insist, could you please sign up your images? cuz every time some1 asks for that image i had to explain. :)

You just got a vote from me :P

06-01-2008, 09:27 PM
Dudebot: I don't care much about the judging actually. Imho it's not about winning but about improving your skills and speed. I was really surprised by myself how fast i modeled the last bits once the deadline loomed :) Also i learned a lot about sub-d modeling. That's what counts for me...
Anyway, a special thanks to you for having posted the biggest amount of replies during the challenge. You (and all the other replies too ofc) really kept me going!

Azereus: Thank you too, hearing someone is using an image as his wallpaper is always a great compliment!
I think i should really add credits to the images i just don't feel like editing and re-uploading all of them atm. Maybe later. Thanks for the hint nevertheless...

Here's (http://forums.cgsociety.org/showpost.php?p=5184488&postcount=6) the post in the submissions thread btw, which also contains the required othos and wireframe renders in case you are interested. If you want to see any region as a close-up render feel free to ask. Rendertimes aren't that big that this would be a problem...

Final polycount is 98232 btw. Not everything quads, but almost ;)

Thanks again!
Regards Roman

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