Evermotion Pass 10% Off - Get Instant Access to Thousands of 3D Assets

Check Plans
Search
Cart
Sign in
  • offerCustomer zone
  • offerYour special offers
  • offerYour orders
  • offerEdit account

  • offerAdd project
  • offerLiked projects
  • offerView your artist profile

  • Dark mode

Information Clause

In accordance with the art. 13 section 1 and 2 of the European Parliament and Council Regulation 2016/679 of the 27th April, 2016 on the protection of natural persons, with regard to the processing of personal data and on the free movement of such data, and repealing Directive 95/46/EC (General Data Protection Regulation), hereafter RODO, I hereby inform that:

1. EVERMOTION S.C., 8 Przędzalniana Str., 15-688 Białystok, Poland is the Administrator of your Personal Data (APD)

2. Data Protection Inspector can be reached through e-mail: iod@evermotion.org

3. Your personal data are to be processed on the basis of art. 6 section 1 letter a, b and f of RODO in order to:
a) prepare, conclude and execute the agreement and for other purposes approved by you,
b) to execute the legitimate interest like marketing of products and the agreement, claim assertion or defence against claims resulting from the law regulations.

4. Entities entitled to the reception of your personal data may be the authorised public bodies; mail providers; providers of the services covered by the agreement; responsible for debt recovery, keeping the archives, document utilization, legal consulting, technical services, IT services and accountancy.

5. Your personal data shall not be transferred to the third country, nor to the international bodies.

6. Your personal data shall be processed within the period of the agreement and upon your additional consent until you withdraw it. APD shall keep the data for the period of any civil law claim execution connected with the agreement.

7. You have the right to demand an access to your personal data, to correct or to delete the data if there is no other basis for the processing or any other purpose of such processing or to limit the processing of the data, to transfer the data to another administrator and to raise objections to the further data processing if there is no legal basis for further processing and to withdraw any previous consent.

8. You provide the personal data voluntarily, however they are necessary to conclude the agreement. The refusal of providing such data may result in the refusal of the agreement conclusion.

9. You have the right to lodge a complaint to the Personal Data Protection Office when in your opinion the data processing violates the regulations of General Data Protection Regulation of the 27 April, 2016 (RODO).

10. Your data will be automatically processed, including the form of profiling.
11. You are obligated to forward above mentioned information to your representative, especially if you appointed this person in the agreement as the contact person or as the representative for the agreement execution.

OK

Making of Sturmtiger

Pionier 2005-09-15 00:00 tutorial  > Making of  > modeling

Welcome everyone! This is my first time with making-of, so I hope it will be helpful and understandable. And of course I beg you to forgive me all mistakes I will make :) I created this artwork for Alienware Evermotion Challenge. It wont be a step by step tutorial, I will be talking about whole creation process generally.


References

I always try to find as many information as possible about objects I want to make before I start modeling process (in this case it was Sturmtiger tank). Usually it takes me a lot of time, but this time isn't lost - it lets me to know objects better and shows me all the smallest details - you know, I hate moments in the middle of the project when I have no idea how some things should looks like. More than that, I love militarism, so it is a great pleasure form me:) When I have got all needed stuff (more than 85 MB this time:) I start to model.




Modeling

During modeling process I was using basic objects (typical max primitives) that I converted to editable poly to make needed deformations. Elements like wheels or gantry at the back of tank was made from splines. As you can see all objects are quite simple, so the key to the success were blueprints, that I used for every single elements of my object. They helped me to get correct shape of models and made my work much more faster.




When I work with tanks I always start modeling from wheels and tracks. To create wheels I draw shape using spline and then add loft modifier to it.




Tracks are my favourite stage during modeling process. First I make one simple segment, that is copied next and placed in correct shape of tracks using side blueprints. Basic segment is made from box object that was converted to editable poly and modified to get correct object.






Texturing

After modeling process I could started texturing. As probably all you know before adding textures to the object we have to map it. In that case I didn't have to use any complex technics - just simply planar (whole body) and cylidrical (barrel) mapping. The main aim in that case was to create ugly and dirty textures - this is characteristic for war vehicles. Using photos of old army cars and tanks I started to play in photoshop. Since examples are much more better than writing I show my textures on the front of the tank (right picture). To make my textures much more realistic I have to add dirt, bruises and some paintings (left picture).




This is how my final textures look and render with postwork.




Lighting and Rendering

Since I'm quite lame in 3d lighting I didn't use any special setups - simply and nice:) Below you can find render without any materials.




I used one Brazil Light and one Sklylight. All setup you can find below.




Lighting and Rendering

Since my computer is good only for teapots' renders:) I usually make render in layers and put them together on photoshop. In this work I also decide to make background and environment in 2d.




To make sky and ground exactly like I want I had to use many different photos and painted by hand images.




Of course at the end I had to play a little with levels, brightness, contrast and all this stuff what graphics do all the time.





Best Regards
Pionier
 
 
Author: Pionier
Tags:
You may also like...
Using 3D models in game design: Innovative approaches to production

Using 3D models in game design: Innovative approaches to production

In game development, 3D modeling is now a fundamental shift towards creating immersive and visually captivating gaming experiences.
×

LEAVE A COMMENT

You need to be logged in to leave a comment. Don't have account? Register now.

motogp 03:33:43  |  20-06-2009
That is an excellent tutorial. It helps alot in knowing how to model something ^^ Thanks alot =D and great result btw!
Strunger 03:17:28  |  09-11-2009
Is it possible to get realistic render like yours with Blender?