Wednesday, 16 March 2016

Quixel

After unwrapping each section of the tank model, I could now start the texturing. I began with the turret, I wanted the entire vehicle to be an olive drab, military colour, but have rust, bare metal and snow layered over the top. The mismatched pieces are rusted metal painted either red or white, this contrasts well with the rest of the tank whilst keeping consistant.
The sides of the turret are still quite bare and so will possibly add extra armour or clutter at a later stage.
The gun barrel was fairly tricky due to the rope draped over the middle section, this was a long process in ZBrush to model, and using the base fabric texture in Quixel, I layered on a more 'rope-like' texture. There is a large emphasis on the battle damage over the gun mantlet to show its age and how strong its armour is.

The remain hull was a long texturing process. The high poly model had difficulty baking onto the lower poly, as such it required a lot of post editing of the normals and occlusion maps. The dark front panel is a couple of fans, the actual piece is completely flat, but because the fans are meant to be seen behind a grate the normals create a good illusion.
The skulls on the rebar were modeled and textured separately. I later wanted to add some road signs to the posts to add some colour to the model.

Low Poly Models

The final low poly turret is now completed, it had a few minor changes from the original model I made at the start, most notably is the addition of the spiky metal pieces jutting out the top. This was heavy influenced by the Orks for the my reference images. The make-shift gun mantlet was given a more appealing shape and the iron sights were removed.
                                          
This is the completed main hull of the tank, it took many iteration to get the shape seen above. The front engine bay and headlights were especially difficult to model. Most of the bolted-on armour is a separate piece, this not only kept the poly-count lower but will also make it easier to model in ZBrush.
The final pieces to model were the wheels and suspension. Each wheel is the same model, but I have made two variants of hub-caps; a basic one with a spike and a 'kneecapper' style one. These hubcaps can be placed at random to make the model less repetitive. I didn't spend much time on the suspension due to it being mostly hidden, but it still needed a silhouette for when its being lit.

Here it is all together, the poly-count is as low as I could get it without losing too much detail. At about 15000 tris it gives enough detail to the areas that matter. If I could spare more time or redo the earlier modeling, I would have incorporated more scrap metal on the front, make it appear more armoured and weathered, as if it had been in many battles.