Concept: NF Tank Destroyer

Discussion in 'Art' started by VulcanStorm, May 29, 2016.

  1. blizzerd

    blizzerd Member

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    shiny and chrome
     
  2. Ranger

    Ranger Member

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    I kill, I die, I live again.
     
  3. Donald Trump

    Donald Trump Member

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    Perhaps adding some lights and a view port below the barrel would be a good idea? Give it some more look.
     
  4. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    I definitely needs a lot more detail than this. This isn't more than just a block out.
     
  5. VulcanStorm

    VulcanStorm Developer Staff Member Moderator

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    What would you suggest? And where would it go on the tank? I'm open for ideas.
     
  6. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    Lights, Girders, metal detail, rivets, hatches, protruding armor plates...
    Just stuff to add more detail and break up big surfaces.
     
  7. VulcanStorm

    VulcanStorm Developer Staff Member Moderator

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    Would some of this detail go in the textures though? Or should it be part of the model?
     
  8. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    You will have to model it in any case if you want to bake normal maps. Those bake down from a high poly to a low poly. The only other way you could add that is using procedural textures or converting a painted height map to a normal map. The last alternative is rather undesirable and hard to pull off in a convincing way.
     
  9. VulcanStorm

    VulcanStorm Developer Staff Member Moderator

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    Ohhhh, so to bake normals from high poly... Then use the low poly model in game with the normals from the higher poly model.
    That explains what you meant now... I will get to work adding little bits here and there then :D
     
  10. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    The most widely accepted workflow in 3D modeling is usually to make a high poly with box modeling, then take it to a sculpting app, or sculpt it directly from scratch. You only worry about the looks and the art in general. Once you are done with that, you make a low poly model for the requirements of the engine.

    In my honest opinion, most of the rather minor sculpting work, especially on non organic models, can be skipped by just using procedural textures. For example you don't really have to sit there for hours and sculpt in edge wear, when a procedural texture can do that for you in seconds. And that's not even mentioning, that the procedural textures are completely dynamic, in contrast to the sculpt.
     
  11. flasche

    flasche Member Staff Member Moderator

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    have you ever tried nDo/dDo fire?
     
  12. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    I got Substance, which is a superior package in my opinion. And it does not require Photoshop.
     
  13. flasche

    flasche Member Staff Member Moderator

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    ah right i forgot that :D
     
  14. VulcanStorm

    VulcanStorm Developer Staff Member Moderator

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    MOAR PICTURES!

    I have imported both the NF heavy and medium tank models so that a proper comparison can be achieved. My model had to be scaled up 25x to make it the same size, but it was done in all the axes, so it is not disproportioned.

    [​IMG]
    [​IMG]
    [​IMG]

    So I know the size is a bit off, its both fatter than the heavy tank and taller... But strangely the barrel is lower down...

    Thoughts on the sizing?
     
  15. flasche

    flasche Member Staff Member Moderator

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    its mainly wide. if you look at heavy and med chassis, both are about same width, yours is almost 1.5 times as wide.
    also needs side shots (put them under eachother)
     
  16. VulcanStorm

    VulcanStorm Developer Staff Member Moderator

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    Yeah... I sort of expected that... But would that make it handle better? Since the Nf tanks are known for crappy handling?

    It seems to have a similar outline(from the top) to that of BE heavy... So does nice handling come with it?
     
  17. flasche

    flasche Member Staff Member Moderator

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    the length is about the same as the med's, and the meds handle just fine.
    the tracks are a tad wider aswell.

    and idk if you read the edit: side shots.

    edit:
    maybe try scale the whole thing down to .8 or smthg?
    you can then still scale individual features up.

    and dont forget ctrl+a to apply scale ^^
     
  18. VulcanStorm

    VulcanStorm Developer Staff Member Moderator

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    And side shots!

    [​IMG]
     
  19. VulcanStorm

    VulcanStorm Developer Staff Member Moderator

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    I think I need to shrink down the tracks outside the side armour a bit, maybe down to half the size.
     
  20. flasche

    flasche Member Staff Member Moderator

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    yes i think its too big as a whole, you could safely scale it down a bit.

    also i have to say, oddly this is more fitting visually than i initially thought. the turrets are a whole different style tho and its all a lot more angled on the chassis.
     
    Last edited: Jun 18, 2016

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