It's modelled from some decent blueprints, so the proportions should be decent. Also, as I stated elsewhere, I modelled the late cupula which is flatter than the big 'dustbin' style found on earlier models. Loaders hatch looks fine to me.
How about you model a churchill and let me critique.
edit. For a specific angle, how about a side shot?
Also, I know the Feifel air cleaners weren't standard on European models - only those destined for North Africa - but they may add some interest to the rear hull rather than having it be just bland and flat.
Try putting down the reflectiveness in a ragged pattern, you get a really nice motelled reflection effect, which really makes the tank feel dirtier and used.
The highlights on those tanks look a little bit odd, I think, as tanks tend to look more matt when they are reflecting. Mottled reflections help to break up that clear glossiness, but keep the nice glints which roll over the vehicle itself.
I tried it, but due to the overall dark nature of our textures, and the already-mottled look (particularly of camoflaged vehicles), there really isn't all that much difference.
Zsinj, an easy way to make that with an already made reflectivity texture is to duplicate the texture, color the background texture black, apply a layer mask of trans (full or none, doesn't matter), and then use filter-render->clouds. Then just flatten it.
It's a good idea to select the whole image, using rect select or w/e, then unselect the parts that are supposed to be absolute, like something with max red meant to be lit up.
The way I do it is to use render->clouds render->fibres (play with settings) -> rotate 90 degrees -> filter drybrush/tornpaper/whatever I feel like -> layer blending options (usually multiply, soft or hard light).
I'll then go in with burn and dodge and highlight/take out the bits that I think need to be.
there is a lot of waste doing the individual boards like that but meh, odds are they will not be common and odds are will not get used too frequently. they look good but I just do not see the point of doing individual planks.
Because its actually less time-consuming than having to texture it. Besides, all of those planks and 2x4s add up to only about 250 tris, and considering it'll be transporting tanks with 1200 tris... meh.
you should put an infantryman on the back of both of them to represent some kind of driver, otherwise empty rafts driving about will look rather silly. ideally make rafts unable to move without infantry loaded