Posted: Tue Feb 16, 2021 2:47 pm Post subject:
Type 90 MBT
Subject description: Not a Leopard 2A4 (updated)
Some of artistic license taken of course - the real-life tank had only 1 machine gun on the turret roof, set right in the center. This voxel on the other hand adds an automatic grenade launcher to the mix, while questionably mounted both its roof top weapons on the optics.
Besides the weaponry, this voxel may have better turret armor than its real life counterpart, as can be seen from that thick mantlet and outlines for turret side armor.
Thanks to Creator for the great choice of color and some parts that I shamelessly copied from. Please don't shame me for this - I'm a fan of Creator's works, honest.
Edit: A small update with better color contrast for the roof and side skirts, and with G-E advice, accentuated decals for the side skirts. My apology to anyone who has already downloaded the previous version.
Type_90_MBT_New_01.jpg
Description:
In-game
Filesize:
1.59 MB
Viewed:
4183 Time(s)
Type_90_MBT_New_02.jpg
Description:
Most noticeable change? More black plates on the hull front
Filesize:
97.09 KB
Viewed:
4183 Time(s)
Type_90_MBT_New_03.jpg
Description:
My mistake was giving the side panels too little of color contrast; this is now improved.
Filesize:
90.59 KB
Viewed:
4183 Time(s)
Type_90_MBT_New_04.jpg
Description:
The grenade launcher belt is leaking from the box...
_________________ When you play Medieval 2: Total War, clicking upon a unit of Culverin will cause it to respond, "Culverin!" Last edited by Culverin! on Tue Feb 23, 2021 10:38 am; edited 1 time in total QUICK_EDIT
Do you have any suggestion for auto normals setting? My reliance on influence auto normals without any adjustment thus far has produced sharply contrasting normals like on this tank. _________________ When you play Medieval 2: Total War, clicking upon a unit of Culverin will cause it to respond, "Culverin!" QUICK_EDIT
Thanks for the help. Although this is kind of missing the point, extending voxels where the decals are is indeed a good solution to make them more visible. I can clearly see the number 90 on your edited hull, so I think I will keep this in mind in the future.
That being said, while this solution does fixed the normals problem, as can be seen with the edited voxel showing more accentuated side skirts, it does not do away with the excessive lightening on highlighted sides. I did mess around a bit with auto normals, as seen in the screenshot below, and via setting smooth level to 16 times the contrast level, I was able to reduce excessive lightening.
Type90_Comparison.jpg
Description:
Look at that number 90!
Filesize:
1.68 MB
Viewed:
4350 Time(s)
_________________ When you play Medieval 2: Total War, clicking upon a unit of Culverin will cause it to respond, "Culverin!" QUICK_EDIT
When you get into painting with shape rather than colour, you can do all kinds of tricks to highlight dull objects without much effort, and then you can use colour to further accentuate or blend those features.
The beauty of normals centric texturing is that proper normals aren't grainy, every shade created by the smoothed normals matches the neighbours well. Normals can also be used to create sharpness where there otherwise isn't any.
Thanks again . While I must say I couldn't be following your advice that closely , considering my principality and other voxel artists whose works are my inspirations, I'll see your methods applied should I see fit. _________________ When you play Medieval 2: Total War, clicking upon a unit of Culverin will cause it to respond, "Culverin!" QUICK_EDIT
You cannot post new topics in this forum You can reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum