Id say its pretty much finished now. Ive rigged the pilot and added the rest of the maps. The bump and specular maps are just a lazy re-jigging of the layers for the colour map. No specifically painted areas. I might re-paint them if i think they are lacking. Im not sure if they are really neccesary - it looked so nice with the baked radiosity and the metal texture and too much going on might ruin it. The spec maps definately help to make it look more metallic though.
Renders are done using 1 directional light with shadows and 1 omni backlight.
Maps are as follows:
Main body = 1x 1024 col map / 1x 1024 bump map / 1x 512 spec map
Pilot & tracks = 1x 512 col map / 1x 512 bump map / 1x 256 spec map
If ive used too many maps, then let me know. It seems a bit much for the average engine…

And now for question answering time!
Serul - I removed the basket and replaced it with an air vent for the turret. The basket woulve been the only alpha mapped thing on my model, and it didnt seem worth dedicating a whole map to such a small space. It woulda taken too many polys to model and woulda been tricky to make airtight.
Devilhacker - Cheers for the comments. I kinda like the cannon grooves looking that obvious, though you will hardly see them once the lighting is in there.
Konstruct - I frickin love that guys site - very inspiring. As for the camo designs? Hmm… I considered it, but given the city based operation, bluish grey works well - most tanks are simply a plain colour - few are camoflaged. Besides, it woulda been hella tough to get the UVs lined up on an all-over camo pattern 
Keeganb - I know a tank is hardly original, given the scope of the competition, but i just really wanted to make a feasible-looking small tank. I was gonna do a more outlandish, junky entry after this one, but im shagged out - i wanna get it finished and get back to slacking! Hope the specular and bump on the above pic reduce the concreteness! Also, if you read my earlier posts, you will know that i made the tracks look like that because they have been textured so that each poly represents a section of the track. Ive got it aligned to a path and i can animate it to turn like real tank treads - no cheapo cycling textures here. It looks impressive when theyre turning. Id post a video showing it, but my webspace is getting low.
Unless theres any major issues, im gonna get the final pics put together, put it on my site, and get it out the way ![]()







