Modelling For questions and feedback about models
Posted 21 March 2007 - 12:23 AM
So to start things off, I have another model I am not satisfied with for a few reasons, one-I dont really like the design that much, and two It needs more detail but I can't think what to add. It's called the scarab tank, its an anti-air unit (for generals).
Posted 21 March 2007 - 12:32 AM
Well that tank has a freaky design, the turret is way too small for it's hull, the guns look like they couldn't hurt a fly.
Could be just the render, most likely is, but where the hull meets the tracks it looks strange.
Posted 21 March 2007 - 01:21 AM
It does NOT mean you can let go your ideas go wild and do anything, as that will most likely result in very amateur like results.
If you build a fantasy thing, you need to wonder how you would build it for real. Each object needs to have "building logic" in it or it will severely lack convincing people. We have a build in perception of our world and anything that doesn't quite fit in, is immediately spotted and rejected.
Lets take your tank fe:
-How are the tracks/wheels connected to the hull?
-How many ppl can it hold and were do they get it/out
-How do they function within the tank? Where is the driver, commander, gunner, etc?
-How do you explain the shape of the body or turret from a structural point of view?
-Where is the engine? How does it function?
-What are the weak points of the design, the strong points?
-How do the guns reload?
Creativity is not letting your ideas go wild with no boundaries, but making something original within a tight set of rules. That's where true creativity lays...
Posted 21 March 2007 - 12:54 PM
-If it is low poly, you have a lot of polygon ineffecient use.
It shows that booleans have been used to cut things. As a result you get a mess of redundant polygons. You need to clean up these things, as it could very well reduce your polycount with 20%...
-If it is high poly, then you sould increase the curvature on some parts drastically, as they look very bad from upclose.
Posted 21 March 2007 - 05:13 PM
And no booleans were used here. This wireframe render was made with a max script I found so it might look a bit different than it actually is. Not drasticly though, some parts do look messy now that I look at it again.
Posted 21 March 2007 - 08:43 PM
This post has been edited by MehMan: 21 March 2007 - 08:45 PM