Concept: BE Tank Destroyer

Discussion in 'Art' started by VulcanStorm, Oct 3, 2016.

  1. vipervicki

    vipervicki Member

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    looks great!
     
  2. VulcanStorm

    VulcanStorm Developer Staff Member Moderator

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    I appreciate the compliments :) But what else does it need?
     
  3. Tama

    Tama Developer Staff Member Web Developer

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    Looks cool; I know, I keep bringing up the ladders, but...
    When the tank is a little wet and you set your boot on the ladder to pull up, you'd easily slip off because it is round. How about having some ribs on it, or a flange or something to stop your boot sliding off?

    (others have mentioned the missing front viewport and antenna)

    Also, those back corners are ugly; I would try a bevel on all those corners, and/or place a coil of steel wire and hooks to distract from the shape.
     
  4. Ranger

    Ranger Member

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    Or make the ladder flat instead of round, maybe less polys too?
     
  5. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    Have to say, I'm not a fan of the large windows on the side. Not at all. With large openings like that you might as well have the full tank be open.
     
  6. Lazybum

    Lazybum :D Staff Member Moderator

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    I actually thought they were boxes to store crap in. Windows sounds like a strange thing for a tank.
     
  7. VulcanStorm

    VulcanStorm Developer Staff Member Moderator

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    Suggestions for a replacement?
     
  8. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    Look up view ports for tanks. Usually you have some in front for gunner view and some kind of distance measuring device that usually needs 2 view ports. The gunner view port is most often placed right next to the gun on the side the gunner is sitting at. The distance measuring view ports are usually as high up as possible. You will also only need 2, if you are measuring by stereoscopy, not by laser or something similar.

    Further you have a ring of view ports around the commander hatch, or on more modern tanks, something movable.

    Finally you also have a view port for the driver in the lower chassis.

    In general those would be kept as small as possible to not compromise the armor.
     
  9. VulcanStorm

    VulcanStorm Developer Staff Member Moderator

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    So i've added a few more details...
    Changed the ladder on the back, to give a more "step-like" feel.
    Added headlights
    added an antenna.

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    Still unsure what to do about the tower... And i feel the front needs something adding... Perhaps viewports...

    Feedback appreciated ^^
     
  10. Ranger

    Ranger Member

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    On the top you could add some bars for infantry to grab on. You can make the viewports in front of the tower not very further, because I assume the front is fortified and contains either the engine or ammo or both so there wouldn't be much space.
     
  11. VulcanStorm

    VulcanStorm Developer Staff Member Moderator

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    MOAR PICTURES!!!!

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    So i added a few things...
    Some more armour plates on the front, to really emphasise the heavy armour
    An aiming device viewport thing on the barrel
    A driving viewport
    Removed those windows from the tower. Unsure what to put there
    Added some smaller viewports to the back of the tower (yes, i know they need rotating a bit as they are on a slant :pathetic:...)

    Feedback?
     
  12. Sgt.Security

    Sgt.Security Member

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    At this point I'd have to see it in-game to give a comment.

    It's well enough that I'd say any criticism is subjective.

    Shorter antenna?
     
  13. Ranger

    Ranger Member

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    People asking for more detail. Idk. I thought detail was supposed to be the texture's job?

    Sure you can make suspension etc. But from what I can recall BE APC and APC don't have 3D suspensions. I think it's texture.
     
  14. VulcanStorm

    VulcanStorm Developer Staff Member Moderator

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    This is the high detail model. It's going to be used to bake almost all of the detail in the texture...
    I can model some suspension for the wheels though

    Perhaps it is time to see it in game... I'll do a comparison between the two and see how they look.
     
  15. Sgt.Security

    Sgt.Security Member

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    In terms of "how it looks" : Really, it's time to put texture on.
    I can't give you any non-subjective advice at this point.

    In terms of "gameplay" : Like I said in Hipchat, you might wanna pay serious attention to that big ass "top front side".
    If you think it's not gonna look ridiculously bad, add a little more slope on the front, so players know which side they are hitting, for sure.
     
  16. VulcanStorm

    VulcanStorm Developer Staff Member Moderator

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    I've been thinking about that...

    There's 2 possibilities as to how the vehicle side is determined. Either it's based on the projectile direction and the tank orientation. Or it's based on the direction from the hit point to the tank centre.
    I'm hoping it is the former... I'll post a picture to explain...
    [​IMG]
    So the blue arrow shows where the tank is facing,
    The red arrows show the projectiles that hit, and the end of that arrow shows where it hits.

    So in reality, IF the side is determined by angle, then both R hits should deal damage to the right side, as that's what side of the tank they came from, even though one clearly hits part of the armour to the rear left.

    The L hit, deals damage to the left side, since the projectile originated from the left, even though it hit a point on the right.

    If this is the case, then the concave hulls, or large flat "top" space, shouldn't affect how the tank destroyers play. But i'll have to take a closer look at the code to be sure...
     
    Last edited: Dec 23, 2016

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