trying to model a tank (help)

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Old 07 July 2013   #31
great details right now
keep on
 
Old 07 July 2013   #32
Originally Posted by Mr-Evil-studio: great details right now
keep on

thank you very much.
 
Old 07 July 2013   #33
hello friends CG,
I made the changes mentioned above (I guess) and added other things like the wheels are missing some details, but I posted what I did until now. Good stinkles said to put some dents in the bodywork of the tank but I put some looks that were not visible, perhaps in texture. As for the wires I forgot to put and I'm also wondering where hahaha ...

corrections:






other additions:








@ ACantarel - was to put ambient occlusion as well? that color this good?
I forgot the detail supporting the .50, but I put the barrel in accordance with the reference image (that was what you were saying?). I'm taking good care of the proportions now.

@ Kangal -'m putting chamfer at all now, then of course I understand the technique. Thank you very much!

@ Deadguy71 - I do not think I could get to an outcome in this cool box, but certainly I will work more on it.

Last edited by tolansky : 07 July 2013 at 12:02 AM.
 
Old 07 July 2013   #34
Fps

see my FPS

 
Old 07 July 2013   #35
You might think that's a low frame-rate but it's similar to what I am getting, although I don't think I have nearly as many polys on screen as you do. Can't tell from the image but it looks like you have at least several million polygons there? Just press "O" if it gets too slow. In my experience newer versions of 3ds (without specialist cards and drivers being used) are not as fast as the earlier ones.
 
Old 07 July 2013   #36
Originally Posted by Telemachus: You might think that's a low frame-rate but it's similar to what I am getting, although I don't think I have nearly as many polys on screen as you do. Can't tell from the image but it looks like you have at least several million polygons there? Just press "O" if it gets too slow. In my experience newer versions of 3ds (without specialist cards and drivers being used) are not as fast as the earlier ones.

Thank Telemachus.
I have 101 720 762 polygons in the scene, need to do the same way you did, leaving only the parts that I modeled.

* What does the "O" key?
 
Old 07 July 2013   #37
Wow, that is a lot of polygons. What graphics card is in your system? Pressing the "o" button causes the viewport to substitute every object in the scene for a simple wireframe bounding box whenever you pan or move the view and the frame-rate is too low. As soon as you stop moving the view it switches back to displaying the original geometry. Alternatively you can shift certain related groups of objects (such as tracks, or main body elements) into separate layers and then only turn on those layers you are currently working on. It works a bit like layers in Photoshop basically.
 
Old 07 July 2013   #38
Hmmm those work in progress images are still not easier to read. Here's a random picture of a tank with ambient occlusion i found online: AmbientOcclusionTank It is way easier to read the surfaces that way. In case you don't want to spend the time rendering those, you can also switch on a rougher ambient occlusion in the viewport which looks like this: Turbine. I would turn off the reflections as those make it even harder to read the model.
Regarding the .50 cal gun; I don't think this is the right gun which is indicated in the blueprint. Looks more like a M-240B to me.
Also are you modeling to proper units? An object that is 100cm long in the real world, how many cm is it in your scene? The way I do it in case I would have to model that gun would be finding out the type of the gun, then go to wikipedia to get the details, measurements and more close ups. Make a fresh scene, load in a good side view blueprint or photo of that gun, make sure the blueprint is to scale and use that as a guideline for scale and proportions. Nothing can go wrong then.
"I have 101 720 762 polygons in the scene" - Haha wow that is waaaaayyyyyy tooo much As a modeling supervisor I would send that back immediately. My Mi-24 is about at 5.6 million Polys so far when meshsmooth on many parts is at level 2 and I am getting about 80 fps in average.



So you can make your life a lot easier by drastically reducing the poly count. You should be able to pull it down to 1 million. I assume you use a lot of meshsmooth and/or turbosmooth?

Cheers
Andre
 
Old 07 July 2013   #39
You're not kidding André. The screenshot isn't full resolution so I wasn't sure but I thought I could make out nine digits on the poly count, but then I thought "nah, impossible". Building at a "large" scale also avoids certain problems when editing and viewing very fine features, clipping plane problems etc.
 
Old 07 July 2013   #40
Originally Posted by Telemachus: Wow, that is a lot of polygons. What graphics card is in your system? Pressing the "o" button causes the viewport to substitute every object in the scene for a simple wireframe bounding box whenever you pan or move the view and the frame-rate is too low. As soon as you stop moving the view it switches back to displaying the original geometry. Alternatively you can shift certain related groups of objects (such as tracks, or main body elements) into separate layers and then only turn on those layers you are currently working on. It works a bit like layers in Photoshop basically.

my machine:
Processor: AMD Phenom II X4 955 Processor 3.20 GHz
Memory: 8 GB
Video Card: AMD Radeon HD 6800 series
Here in Brazil is very expensive things
I pressed the letter "O" really lightened the scene. I think I understand his job.
 
Old 07 July 2013   #41
Originally Posted by ACantarel: Hmmm those work in progress images are still not easier to read. Here's a random picture of a tank with ambient occlusion i found online: AmbientOcclusionTank It is way easier to read the surfaces that way. In case you don't want to spend the time rendering those, you can also switch on a rougher ambient occlusion in the viewport which looks like this: Turbine. I would turn off the reflections as those make it even harder to read the model.
Regarding the .50 cal gun; I don't think this is the right gun which is indicated in the blueprint. Looks more like a M-240B to me.
Also are you modeling to proper units? An object that is 100cm long in the real world, how many cm is it in your scene? The way I do it in case I would have to model that gun would be finding out the type of the gun, then go to wikipedia to get the details, measurements and more close ups. Make a fresh scene, load in a good side view blueprint or photo of that gun, make sure the blueprint is to scale and use that as a guideline for scale and proportions. Nothing can go wrong then.
"I have 101 720 762 polygons in the scene" - Haha wow that is waaaaayyyyyy tooo much As a modeling supervisor I would send that back immediately. My Mi-24 is about at 5.6 million Polys so far when meshsmooth on many parts is at level 2 and I am getting about 80 fps in average.



So you can make your life a lot easier by drastically reducing the poly count. You should be able to pull it down to 1 million. I assume you use a lot of meshsmooth and/or turbosmooth?

Cheers
Andre

Hmm .. I do not know the extent of my modeling when I caught the references did not say their measures. WoW how much you reduce? I put Turbosmooth at all level 3. When I decrease the Turbosmooth is squarish.

In ambient occlusion I just put in arch design and then I enabled the option "ambient occlusion"

Last edited by tolansky : 07 July 2013 at 08:31 PM.
 
Old 07 July 2013   #42
@Telemachus: "The screenshot isn't full resolution" - Uhm did you click onto the image to see it in full res? I'm confused
Regarding viewport clipping issues, I just pull down the lower triangle on the viewport clipping slider below the little mark and it's ok then for up close to little things.


@tolansky: You should privide a bunch of wireframes of the unsmoothed pieces so it is easier to see whta is going on with the polycount. Usually level 3 meshsmooth is no that common, level 2 should give you already more than enough. Did you check the type of the gun on the turret?
 
Old 07 July 2013   #43
Originally Posted by ACantarel: @Telemachus: "The screenshot isn't full resolution" - Uhm did you click onto the image to see it in full res? I'm confused
Regarding viewport clipping issues, I just pull down the lower triangle on the viewport clipping slider below the little mark and it's ok then for up close to little things.


@tolansky: You should privide a bunch of wireframes of the unsmoothed pieces so it is easier to see whta is going on with the polycount. Usually level 3 meshsmooth is no that common, level 2 should give you already more than enough. Did you check the type of the gun on the turret?

Meshsmooth is the same thing Turbosmooth?
I'm currently decreasing all TurboSmooth for 2, a bit laborious haha ... I just saw the gun (.50) really seems that you showed it. You think I should model other?
ambient occlusion was unable to put the model in the same way that you showed (tank).
 
Old 07 July 2013   #44
Check out this script to adjust all meshsmooth, turbosmooth and other modifiers in your scene in one go:

Modifier Zorb Tools

Meshsmooth and turbosmooth are basically the same. Meshsmooth has more control than the turbosmooth but is slower. Check the 3ds max manual for a detailed description.
It's up to you which gun you want to model

Did you check your units? Is all to correct scale? I strongly recommend you model to scale.
Check some basic tutorials showing how to apply ambient occlusion onto your renderings. It's an easy thing to do and depending on what you use; there are plenty of helping tutorials online and of course the manual
 
Old 07 July 2013   #45
Man, in your tank all it's out of scale. I've got many tanks on my collection.
One clue: Use the blueprints only for take the basic shape of your tank, then work with real images.
Two clue: See the detail in whatever piece of your model, normally use Turbosmooth to level 0 but in the square of render push 2 ;-) The object in the bview will be real LOW, but in the render will be smoothed.
I'm doing also a Challenger 2, ;-)
Good Luck
PD. The Challie it's more difficult for your first tank
__________________
My New Blog, Tanks 3D
http://thetankmaker.blogspot.com/
 
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