Posted: Mon Mar 01, 2010 1:37 am Post subject:
Paladin Tank [WIP]
I recently started working on a Paladin tank. Don't really know why I wanted to model this tank, I just did . Anyway this is going to be the most complex model I ever built. Enjoy
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_________________ Criticizing n00bs is like booing at the special olympics. QUICK_EDIT
Enable physical sun & sky in Mental Ray settings. Enable final gathering and you're good to go. The shader is just an ordinary grey lambert shader. Nothing fancy there. _________________ Criticizing n00bs is like booing at the special olympics. QUICK_EDIT
Enable physical sun & sky in Mental Ray settings. Enable final gathering and you're good to go. The shader is just an ordinary grey lambert shader. Nothing fancy there.
I have applied physical sun & sky in Mental Ray, enabled Ray Tracing and shadows. And I'v got this noisy shaddows. If I apply final gathering I have an absolutly white image
How can I make normal shaddows and what should I do to use final gathering normal?
Sorry to go off topic, but that looks like it's going to be a mean mother snuffer right there asvnix, Hover unit I'm assuming? _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
When you get a white (or very bright) image it usually means you have the intensity of the sun too high. Lower it down and play with the settings untill you get a result that fits your needs. Also make sure you don't have Global Illumination or any lights that use photons turned on. Only final gather should do the trick. Also in your sunlight you have to enable ray trace shadows. For the noisy shadows, use a higher number for final gather. I use 250 for testing renders, and about 500-600 for final renders. Also try to increase the final gather points. Watch out though, increasing it too much will significantly increase your render times.
Also you have to disable "default lightning" in your Mental Ray options tab.
Also I'm using Maya 2010. I don't know exactly how things work in Max but I think it's similar. _________________ Criticizing n00bs is like booing at the special olympics. QUICK_EDIT
When you get a white (or very bright) image it usually means you have the intensity of the sun too high. Lower it down and play with the settings untill you get a result that fits your needs. Also make sure you don't have Global Illumination or any lights that use photons turned on. Only final gather should do the trick. Also in your sunlight you have to enable ray trace shadows. For the noisy shadows, use a higher number for final gather. I use 250 for testing renders, and about 500-600 for final renders. Also try to increase the final gather points. Watch out though, increasing it too much will significantly increase your render times.
Also you have to disable "default lightning" in your Mental Ray options tab.
Also I'm using Maya 2010. I don't know exactly how things work in Max but I think it's similar.
Are shaders compatible with different software? Becouse myne default shader cause a lot of noise. Can you give your one?
Here are my settings. If I use white color in Finallgathering everything is blue, if I use black everything is B/W
Look at your preset for final gather. It's set to "Draft". Those are just basic low settings used to make quick testrenders of your object. Try to increase the number of rays and points. Look for a preset called "production quality" or something similar. Set "Difuse bounces to 1" Enable noise filtering and set it to something higher than standard. Set sun Multiplier to 0.5 and show me some results of that. _________________ Criticizing n00bs is like booing at the special olympics. QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Mon Oct 25, 2010 12:07 am Post subject:
I like the quality of the model, but individual details bother me.
1- The front of the track skirts are ugly, boxy
2- The gun doesn't look like it can elevate or depress
3- The honey-comb plates- I assume it is ERA, but its too scant to actually be of any utility.
4- The extra track-skirt plate closer to the rear of the tank looks slapped on, instead of part of the same cast.
5- Gun seems too big. If the Paladin has the same dimensions as the Abrams, that gun would be like...140 or 150mm. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
I agree with EVA's points, and I'm not sure about that rocket-pod like object on the back of the turret, I thought that was supposed to be the laser cannon? _________________ QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Mon Oct 25, 2010 1:38 pm Post subject:
Gun size is often exaggerated for visual effect. That goes for most non-realistic games. (IE not Company of Heroes, World in Conflict, etc)
Starcraft calls the guns the Siege Tanks mount 90mms. They look like stubby Battleship guns.
But seeing the original that close up shows how true it is to it. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
I have no reason to assume they should be rounded either, looking at the original Paladin model. It's just the design of the tank.
2- The gun doesn't look like it can elevate or depress
True. Working on it.
3- The honey-comb plates- I assume it is ERA, but its too scant to actually be of any utility.
Maybe I will expand these further.
About the honey-comb ERA, I thought I'd go with something modern-futuristic-looking. If individual pieces are damaged they can be easily replaced. I think it looks good actually, but some people have different taste.
4- The extra track-skirt plate closer to the rear of the tank looks slapped on, instead of part of the same cast.
Just like in the original model.
5- Gun seems too big. If the Paladin has the same dimensions as the Abrams, that gun would be like...140 or 150mm.
I'm not going to make the gun any smaller. It's a new tank, armor has increased, so a bigger gun and firepower was needed to keep up. I also like the huge cannon. It's called the paladin tank, so like a paladin needs a big sword, a tank needs a big gun.
Quote:
I agree with EVA's points, and I'm not sure about that rocket-pod like object on the back of the turret, I thought that was supposed to be the laser cannon?
It IS the laser unit. I got my inspiration for this representation from the mod ROTR. _________________ Criticizing n00bs is like booing at the special olympics. QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Thu Oct 28, 2010 3:33 pm Post subject:
Stingerr wrote:
1- The front of the track skirts are ugly, boxy
I have no reason to assume they should be rounded either, looking at the original Paladin model. It's just the design of the tank.
4- The extra track-skirt plate closer to the rear of the tank looks slapped on, instead of part of the same cast.
Just like in the original model.
5- Gun seems too big. If the Paladin has the same dimensions as the Abrams, that gun would be like...140 or 150mm.
I'm not going to make the gun any smaller. It's a new tank, armor has increased, so a bigger gun and firepower was needed to keep up. I also like the huge cannon. It's called the paladin tank, so like a paladin needs a big sword, a tank needs a big gun.
1- Look at a modern tank, like an Abrams, Leopard or Challenger 2 to see what I mean by ugly and boxy.
4- Their lazy modeling is your opportunity for improvement.
5- Not necessarily how tank design works. The next generation of tanks will actually have less armor and maybe even use smaller guns, knowing of two facts:
a- anti-tank technology is far outpacing armor/APS technology
b- bigger caliber is RARELY better- bigger caliber means lower rate of fire, higher maintenance and cost, less onboard ammunition, higher strain on logistics.
Tanks are following the exact same evolutionary path as the Knight. Near invulnerable->vulnerable to specific weapons->vulnerable to basic infantryman->too expensive for value on battlefield->lingering in a more lightly armored form for a little while->extinct. We're at "vulnerable to basic infantryman".[/offtopic]
But I concede, gun size is what makes the Paladin the Paladin, I guess. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
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