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Paladin Tank [WIP]
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Stingerr
Stealth Laser Trooper


Joined: 11 Jan 2005
Location: The Netherlands

PostPosted: Mon Mar 01, 2010 1:37 am    Post subject:  Paladin Tank [WIP] Reply with quote  Mark this post and the followings unread

I recently started working on a Paladin tank. Don't really know why I wanted to model this tank, I just did #Tongue. Anyway this is going to be the most complex model I ever built. Enjoy



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Roadwarrior
Energy Commando


Joined: 15 Jan 2007
Location: Oklahoma

PostPosted: Mon Mar 01, 2010 2:51 am    Post subject: Reply with quote  Mark this post and the followings unread

I like it so far Smile

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Mon Mar 01, 2010 2:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Good so far, what program do you use?

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Mar 01, 2010 3:13 am    Post subject: Reply with quote  Mark this post and the followings unread

pretty good, but why such huge pic's?

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Mon Mar 01, 2010 4:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Cause this is a very high quality model, the larger the image the more of the details we see.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Mar 01, 2010 7:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Even though there isn't much detail to be seen? #Tongue

Good job with the model, Stingerr!

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Mar 01, 2010 10:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Keep up the good work mate, it looks great Wink
Also, can you do the Overlord next? #Tongue

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asvnix
Grenadier


Joined: 14 Dec 2008
Location: EXUSSR

PostPosted: Thu Mar 04, 2010 5:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

How did you made this render? I mean backgound+sky+lightning+ grey texture effect

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Stingerr
Stealth Laser Trooper


Joined: 11 Jan 2005
Location: The Netherlands

PostPosted: Sat Mar 06, 2010 12:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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asvnix
Grenadier


Joined: 14 Dec 2008
Location: EXUSSR

PostPosted: Sat Mar 06, 2010 4:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Stingerr wrote:
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?



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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Mar 06, 2010 5:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

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?

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asvnix
Grenadier


Joined: 14 Dec 2008
Location: EXUSSR

PostPosted: Sat Mar 06, 2010 5:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
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?


This will be a GDI hover transport. It is also based on Tiberium arts. I will make a pool after I make a texture.

Cranium wrote:
but that looks like it's going to be a mean mother snuffer right there asvnix

What do you mean? I can't understand.

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Stingerr
Stealth Laser Trooper


Joined: 11 Jan 2005
Location: The Netherlands

PostPosted: Sat Mar 06, 2010 7:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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asvnix
Grenadier


Joined: 14 Dec 2008
Location: EXUSSR

PostPosted: Sat Mar 06, 2010 8:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Stingerr wrote:
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



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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Sat Mar 06, 2010 11:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wooo... Hover Tranport..................

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Stingerr
Stealth Laser Trooper


Joined: 11 Jan 2005
Location: The Netherlands

PostPosted: Sun Mar 07, 2010 12:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Stingerr
Stealth Laser Trooper


Joined: 11 Jan 2005
Location: The Netherlands

PostPosted: Sun Oct 24, 2010 10:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Huge bump, but still same project #Tongue. I recently started working on the Paladin again, And I thought I shared some images with you guys. Enjoy Smile



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m7
Commander


Joined: 17 Apr 2009

PostPosted: Sun Oct 24, 2010 10:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks amazing so far. Would love for it to see it become a voxel.

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Sun Oct 24, 2010 11:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

The honeycomb looking armor doesn't look right, but overall the model and skin/materials look great.

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Mon Oct 25, 2010 12:07 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Oct 25, 2010 8:55 am    Post subject: Reply with quote  Mark this post and the followings unread

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?

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Mon Oct 25, 2010 1:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is what the original looked like.

You know, C&C guns have always been huge, its just the way it is.



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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Mon Oct 25, 2010 1:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Stingerr
Stealth Laser Trooper


Joined: 11 Jan 2005
Location: The Netherlands

PostPosted: Thu Oct 28, 2010 2:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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.

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Thu Oct 28, 2010 3:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Project Lead Developer, New-Star Strike (2014-)
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