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T-92 "Molot" Heavy Battle Tank
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Culverin!
Medic


Joined: 29 Jan 2021
Location: Rusting in a museum

PostPosted: Mon Jun 21, 2021 2:54 pm    Post subject:  T-92 "Molot" Heavy Battle Tank
Subject description: The actual hammer tank
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Based on one of the Soviet experimental main battle tanks during the 80s, Object 477, specifically the finalized version with 152mm gun and without turret armor. I took the liberty to alter the turret and expand its engine, making it suitable either as a heavy tank or an advanced battle tank.

Note that I based its scale on shin.peter.pan's T-80U and ZTZ-99 so it is actually a bit out-of-scale with my PT-100M and Type 90 - about 11% too large.



Molot_HBT_1.jpg
 Description:
In-game.

The actual voxel has fewer decals.
 Filesize:  733.19 KB
 Viewed:  6239 Time(s)

Molot_HBT_1.jpg



Molot_HBT_2.jpg
 Description:
I still use the clown car paint for the ERA.
 Filesize:  84.55 KB
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Molot_HBT_2.jpg



Molot_HBT_3.jpg
 Description:
Next to the gun are Shtora soft-kill APS.
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Molot_HBT_3.jpg



Molot_HBT_4.jpg
 Description:
Top view.

The engine is greatly enlarged from the T-80U's 1250HP to something more like 1750HP.
 Filesize:  68.13 KB
 Viewed:  6239 Time(s)

Molot_HBT_4.jpg



Molot_HBT_5.jpg
 Description:
It is hard to see, but the tank does have additional APS on both its hull and turret sides, likely a variation of Arena hard-kill APS.
 Filesize:  64.07 KB
 Viewed:  6239 Time(s)

Molot_HBT_5.jpg



molothbt.rar
 Description:

Download
 Filename:  molothbt.rar
 Filesize:  30.69 KB
 Downloaded:  680 Time(s)


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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Tue Jun 22, 2021 11:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Interesting design but I think the armor plate has too much detailing with the black and logos.

I think a simpler soviet scheme with remap would make it fit in better with vanilla units, resizing can be left to modders.

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Culverin!
Medic


Joined: 29 Jan 2021
Location: Rusting in a museum

PostPosted: Tue Jun 22, 2021 12:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Allied General

Thanks for the feedback. I think I will make 2 versions of any future voxels that may have an excessive amount of black and remap.

That being said, I never intended for any of my voxels to fit in with vanilla units. It's a shame, but I very much prefer other modders' voxels to the Westwood ones.

By the way, I made a version with lessened black-and-remap armor. It is still incomplete though, and I would like some feedbacks and suggestions.



Molot_HBT_WIP.jpg
 Description:
Note that this is still a work in progress and will not be released in a while.
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Molot_HBT_WIP.jpg



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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Tue Jun 22, 2021 4:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

No problem it looks good, I suppose modders can remove the any excessive mapping.

As for making them not mix with vanilla units, no problems, I think it will look good as part of a new faction.

I saw them next to vanilla units and thought it was to match with them but I guess its just for size comparison.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Wed Jun 23, 2021 12:58 am    Post subject: Reply with quote  Mark this post and the followings unread

The general design doesn't look to proportion for the real thing, but it's still a decent design on its own.

All Allied says the remap is excessive and the feature drawings are unnecessary fluff... like why does the red box on the front contain a black box? Makes no sense.

Also consider using other palette ranges to create some separation, I guarantee many of the details will end up as noise if someone shrinks it, which is to be fair is necessary with the size you made it.

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McPwny
Cyborg Artillery


Joined: 29 Jan 2018

PostPosted: Thu Jun 24, 2021 12:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

the mesh is so dense that the unit renders as a blob ingame and the size of the unit is almost
three cells; in other words, it looks like the game asset wasnt even made for this game engine.

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Culverin!
Medic


Joined: 29 Jan 2021
Location: Rusting in a museum

PostPosted: Thu Jun 24, 2021 2:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Allied General

Thanks again for the feedback.


@G-E

Beside the artistic choices like 7-voxel tracks, reinforced roof armor adding to the height of both the hull and turret, and the much bigger engine, I would say the only proportion I screwed was the turret ring width, which may also have an impact on the hull width.

I have not finalized it yet, so it will a while before I release an updated version. The turret will mostly be identical to the WIP version, though the hull front ERA will stay black-remap since beside adapting broader color range, I find the contrast of the WIP version to be really poor. For the ever-problematic side armor, I have yet to decided.


@McPwny

What can I say, I like 'em big and thick.

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adamstrange
Tiberian Fiend


Joined: 07 Mar 2013

PostPosted: Fri Nov 26, 2021 8:06 am    Post subject: Reply with quote  Mark this post and the followings unread

This is just sick.
I love the detail on the first tank and the size is perfect because its bigger than the troops, the way tanks should be.

Why westwood choose to have humans taller than cars and tanks is beyond me.

And it can't because of game technology because Sudden Strike came out in the same year and every other version got the exact details right when it came to scale.

Even the buildings and their doorways were porportion correctly to the soldiers.
All the C&C games should have been made that way taking in correct scale.

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