Valdor Tank Hunter(warhammer 40K)

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I decide to take this weekend and not stress about anything just model cause I enjoy it, and it was exactly what I needed.

 I started on this tank and here is what I have so far.

 

 Let me know what you think

 

-B

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This is looking great B! I really like the modeling job. Its coming along nicely

 

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Thanks Jeremy

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No problem. Are you planning on texturing it? And/or making a low poly version for Unreal E?

 

 

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Sweet model so far B! I used to play 40k when i was a kid, so this is going to have a special place in my heart Sticking out tongue

What ref. are you using?

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@ Jeremy, I do plan on texturing, but im not sure if this will be a low poly piece yet or not, Just havent planned that far ahead yet. I kind of just started this on whim and it went form there.

 

@Andy, Thanks man here is my reference

 

http://www.forgeworld.co.uk/valdor.htm

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 wow this is different, looks like its going to be a lot of fun and make some great renders Smiling

-Riki

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Thanks Riki

 

-B

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Here's a small update

 

 -B

tank02.jpg
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 very cool. I like this layout better on the forum because people can post larger width pics, I think I will increase the height some for taller ones too. Smiling

-Riki

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I love it B...super cool stuff!

The tank treads are great..nice job man Laughing out loud

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Yes, I agree! Very sweet. Keep up the great work buddy!

 

-Jeremy-

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Thanks so much guys. This thin is going to look mean once its done,LOL

 

-B

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I can imagine!

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Here is another small update. That top part that the hoses are connected to, was a bit of a nightmare. Its all one piece.

-B

tank03.jpg tank04.jpg
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 Tubular

-Riki

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Sweet! I am loving the progress

 

-Jeremy-

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Wow looks nice !!

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Got some of the back done.

 

 -B

tank05.jpg
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 wow, you have been busy, its coming along fantastic

-Riki

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Very nice! The model is certainly taking shape. Are you using booleans on that cylander or conventional modeling?

 

-Jeremy-

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Thanks guys,

 

 @Jermey, I haven't used Booleans for anything yet. Everything has been straight conventional modeling.

 

 -B

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 I hear in Max 2011 they will have a "Make Tank" button... ;P

-Riki

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hahahaha, well this project  is pointless then.

 

-B

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Awesome B. I also stopped using booleans a few years back. They cause too many problems and take a ton of extra time to clean up.

 

 

Riki wrote:

 I hear in Max 2011 they will have a "Make Tank" button... ;P

 

HAHAHAHAHA!! LMFAO!!

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Looks awesome B. Great hard edged modeling!

-Buddikaman

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Thanks Buddikaman, here is a small update, almost got all of the back done

 

-B

tank06.jpg
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Great Job B! This is really starting to take on its true shape!

Keep up the hard work!

-Jeremy-

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Modeling is almost done. I just have to make the turret on the left side and do a few more odds and ends, and thats it. The modeling will be done

 

 -B

tank07.jpg
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Nice Progress buddy! Its looking fantastic! I can't wait to see it textured

 

-Jeremy-

 

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 makes me want to go play some ocarina of time! ;D

-Riki

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WOOHOO! modeling is done!

 

-B

 

 

tank01.jpg tank2.jpg tank3.jpg
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Nice job B...its stunning and i have no crits for the modeling side Laughing out loud

The renders could do with sharpening though...adding an unsharp mask @40 would do the trick i think!

 

Are you going to make a LP and texture it?

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Thanks Andy.

 

 I am going to make a good bit of optimization but I haven't decided how low yet. I don't really want to lose any of the details., but the optimization and unwrap has begun

 

 -B

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I think about around 10k would be acceptable for this Smiling

You should be able to put much of that information into the normal and still having it look sweet Smiling

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I got some weird shading going on with my uv's that are already unwrapped,. It looks as if the normals are flipped, but they arnt/ I cant figure it out.I tried collapsing the unwrap and added a normal modifier just to make sure and here it what it looks like. I even tried just flipping the individual poly normals, and that doesn't work either.Any thoughts?

 

-B

shading.jpg normal.jpg
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hmm thats odd.

Hit me up on PM and i can take a look if you like mate.

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 Id have to see the model but I would first check that the verts are welded and reset xforms 3 times or so Sticking out tongue

-Riki

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 Yeah about those renders up there, they do seem a bit blurry? Strange

-Riki

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Thanks guys for trying to help.So far this morning I have tried mirroring the faces,making sure all verts were welded, reseting the xform. nothing has worked so far.I uploaded part of the file if anyone wanted to take a look.

 

 About the blurriness, I just saved it out as a low quality image in PS, thats why its blurry

www.billa1.com/downloads/shading01.zip

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Curses! 

.Max FTL...Obj FTW!

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hahaha, sorry, Andy, I got it fixed though. I created a box, collapsed to an editbale mesh,attached my me object to it and that fixed it. so then I just deleted the box

 

 Thanks for the help

  -B

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Sweet Laughing out loud

Glad you got it fixed mate!

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Just wanted to give a little upadte on the unwrap so far. Im about halfway done

 

 -B

front_mapped.jpg back_mapped.jpg
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This is looking really good buddy! Are you going to make a low poly? or just texture the high poly?

 

Keep up the great work!

-Jeremy-

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Thanks Jermey. Im going  to attempt to paint on the highpoly in MB, and put it in one of those little island turntable miniature scenes. At least thats the plan right now

 

 -B

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Nice! I can't wait

 

-Jeremy-

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and the unwrap is finally done,woohoo!

-B

unwrapdone.jpg
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Great Job Mate! Now the fun begins :D

 

 

-Jeremy-

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 Cool! Thought about using BodyPaint to do some camo lines access seams with?

-Riki

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actually yeah I am, I gave MB a try and it just didnt like the polycount, so I can either take another few days and optimize it or export it out to BP and get to painting

 

 -B

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