Random WIP 2006-2011 - Page 50

Random WIP 2006-2011

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

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yuritch
Spring 1944 Developer
Posts: 1018
Joined: 11 Oct 2005, 07:18

Post by yuritch »

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It is that blocky, that's one of Tiger's most recognisable features. Another would be the noise it makes while moving, it sounds unlike any other tank.
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Post by Pressure Line »

Image
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

*recognised the Tiger instantly*
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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Post by Otherside »

*studied world war 2 for A levels if he didnt recognise tank hed be shot*

looks nice :P
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KingRaptor
Zero-K Developer
Posts: 838
Joined: 14 Mar 2007, 03:44

Post by KingRaptor »

<---was the guy who couldn't tell a Bren from an MG42, big surprise he couldn't identify the tank

:(
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rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

well

Post by rcdraco »

Tons of rear tanks, and massive pipes to it, with a raised cap on the turret, your model might need a little work. >_<

Great work pressure line, what mod is that for?
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: well

Post by rattle »

rcdraco wrote:Tons of rear tanks, and massive pipes to it, with a raised cap on the turret, your model might need a little work. >_<
Pleae excuse them for their inability to make a super accurate model with OVER 900,000 polygons.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Perhaps that's optional equipment?
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

It's an air filter for use in the desert. I ain't afraid o no pipes! c.f. My T-60, T-70 and SU-76 models.
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yuritch
Spring 1944 Developer
Posts: 1018
Joined: 11 Oct 2005, 07:18

Post by yuritch »

Not all tigers had big air filters on their backs, AFAIR that was a feature of early series only. Tigers changed a bit during production course (but there was no designation change, so all of them were still Pz.VI H Tiger). The same is true for T-34s (and especially for them - different factories produced slightly different tanks even at the same time). Field repairs also changed the vehicles a bit. That's why we often see slightly different tanks of the same type on photos.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

@Rattle: Nice tank, I'll have to reference it when I get going on the Human Resistance unit designs for PURE. I really like the design elements there, it has a nice solid feel to it.

@GMN: Lovely mecha, they remind me of Tau :-)

@PressureLine: I like both of your newest pieces, they feel sculptured and have a better sense of style than the previous stuff. Now ya just gotta make a tight skin <cracks virtual whip>

@FLOZi: I would like to see the pipes on the back 'o the Tiger, and I'd vote for at least 8 faces on the cylinders, but meh, that's just me. Nice overall.

@KDR: I get the idea behind the animation of the worm, but the skin needs ... something. And I think it should have an obvious head- maybe something that looks like a drill, or grinder? Something less phallic, more functional.

Maybe use a glow on the outer edges, to give it a soft TRON feel, and define them more sharply?

Good stuff in this last batch tho- oh, and I have more PURE art coming soon... and, hopefully, the first beta...
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Ugly pipes are ugly! Also, I modeled the late model Ausf E with new commanders cupula rather than the earlier H1, so its quite unlikely it'd have the filters.

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The only thing that's not atleast 8 sided is the barrel, which is 6-sided as is pretty much the standard in S44.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Boirunner will hate me for this...

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Please disregard that the terminal is not located on a geovent, I used .give to spawn it.
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Pixel blood :P


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588 tris
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Masse
Damned Developer
Posts: 979
Joined: 15 Sep 2004, 18:56

Post by Masse »

rattle wrote:Pixel blood :P


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588 tris
quad !
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Post by Pressure Line »

Argh wrote:@PressureLine: I like both of your newest pieces, they feel sculptured and have a better sense of style than the previous stuff. Now ya just gotta make a tight skin <cracks virtual whip>
ouch! *cries* i do have some ideas on the skin. execution of the ideas is my problem (esp for texturing)
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

The Wolf, hunts best in packs due to longer reload times and a short sight range. Has a cannon that blows things apart, and the missile launcher is lying down in the current shots. (Yes, I will have a main battle tank with a missile launcher.) Has 744 tris.

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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Me likes. The treads probably just need to be single faces rather than full 3d with depth and all that though
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Maybe, but this way you can see the little rungs on the sides of the tread as they move as well as the main texture.
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Since wings UV mapper sucks for this sort of thing it might be worth a shot to model the treads as a flat huge cuboid, UV map them (to get two perfect cylinder maps in the end) and then fumble them together with some careful rotates. Pity that there is no "wrap around object" plugin for wings, it would perfect for this kind of thing.
This way you can even animate the sides easily by moving the duplicates on the UV map. Haven't done it myself yet though. Not even sure if it is worth the effort.

You're improving by the way, I like it too.

Anyway...
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554 tris
Last edited by rattle on 28 Oct 2007, 02:41, edited 1 time in total.
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