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Matilda II infantry tank modeling


King of Snake

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Thanks Vector, I appreciate it. It looks good, and I'll have a try at continuing in this way on the other sides when I get back from work today. Of course I would be interested to know what you approach might have been if you had started the model differently. I tried a bunch a different approaches but this one is the most succesful so far. :)
Thanks again for taking the time to help me out.

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  • Silver Contributor

King

 

One thing I have noticed that you have been doing is modelling the whole turret from one block - well it looks a bit like that so forgive me if I am wrong!

 

My approach to modelling has changed over the years and now I actually try an construct models like real-world items or in the case of tanks and planes like you would find in a plastic model kit.

 

For instance I would model the commander's copula separately, the gun mantle, the gun mantle plate and the top plate of the turret. This also allows you to add Subdivision Surfaces and edge loops to the models without making meshes too complex.

 

I hope that this makes sense. You model if progressing fine so far I would now just start breaking parts up then you can focus on these parts adding more detail. Keep chiseling away and comparing to what you have done and you will be amazed at the progress you are making.

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I hear you and it's something I have been thinking about.
On the real world object, the base turret shape is a cast iron form, so that at least needs to be one piece, and then stuff like the cupola would be welded onto this so you do want to have some kind of transitional edges between sections like that. Although I guess you could also model parts separately and add modeled welds in between where it should be obvious (perhaps like this http://lesterbanks.com/2011/09/create-welding-seams-quickly-in-cinema-4d/).
I'm also treating this as an advanced modeling exercise so just trying to make it as difficult as possible ;) but I do agree splitting it up in a few sections would make it more manageable. Thanks for the advice!

I do think I also started with not enough geometry perhaps, certainly the base of cupola is going to need more in order to model the holes for bolts that hold it to the turret. I should have just counted the bolts and based the amount of segments for the cupola on that. Another good reason to seperate that part of the model.

btw the Bovington museum has a great series on YouTube called The Matilda Diaries, where they document the restoration project of their Matilda in detail. Definitely some good reference there, and I need to go and make some screenshots of that. I could go on modeling forever as they show almost all the pieces of the tank separately :D

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Here is my 3D Panzer IV tank. I originally made it back in 2009 but have since updated it. It's OK for game stuff but as for being a photo-realistic model it needs to be UV and properly textured. I might get around to it one day…

 

In any case you can probably see that I modeled bits as separate items… In some places :-)

 

Panzer IVD

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11 hours ago, King of Snake said:

Thanks Vector, I appreciate it. It looks good, and I'll have a try at continuing in this way on the other sides when I get back from work today. Of course I would be interested to know what you approach might have been if you had started the model differently. I tried a bunch a different approaches but this one is the most succesful so far. :)
Thanks again for taking the time to help me out.

Ah well it depends how i'm feeling really, but usually i try and tackle the most difficult areas first, so i probably would start with that side section, seeing as it wouldn't really matter how many segments the disk section/access hatch needs as that would be easy to make that fit to whatever segment count needed to attach it to the rest of the body, once that's down should be easy to model the rest of it from there, parts like that where you've got a transition are always gonna be a bit tricky. 

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Vector, your comment got me thinking, and I went back to an older file with different attempts at this turret to see if I could use my new knowledge and ideas on different approach. So here's another version, I'm not 100% certain how I started this mesh, but it looked promising in light of your comment. At least it started with more segments and going up from the cone shape rather than building down from the top part. It does make sense as the top part is mostly flat surfaces so much easier to just figure out the geometry. This version seems to work very well and holds up great under subdivision. I'm sure there are still things that could be improved but right now I'm very happy with the result and confident I can continue working on more of the turret details. I'm also gonna take Gary's advice and at least treat the front part and gunshield as a seperate object, since as far as I can tell this is also the case on the actual vehicle.

turret-new4.JPG

turret-new4a.JPG

turret-new4b.JPG

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This is fantastic! Giving me more fodder for my Walker. I do have a couple of questions for the professionals

@VECTOR - what do you do with the topography on a cylinder when the top goes to triangles? Do you leave it? King of Snake's suspension has two cylinders that have all those triangles going to center. Is this one of those "unique" scenarios where you leave the triangles?

 

@GaryAbrehart - you talk about building similar to real world components. What do you do the rivets? Are all those modeled or done in texture? Or any of those smaller assemblies? Is it one of those things that if you do not need a zoomed in render-you texture it out? 

 

Just curious.

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39 minutes ago, Monstrphil said:

This is fantastic! Giving me more fodder for my Walker. I do have a couple of questions for the professionals

@VECTOR - what do you do with the topography on a cylinder when the top goes to triangles? Do you leave it? King of Snake's suspension has two cylinders that have all those triangles going to center. Is this one of those "unique" scenarios where you leave the triangles?

 

@GaryAbrehart - you talk about building similar to real world components. What do you do the rivets? Are all those modeled or done in texture? Or any of those smaller assemblies? Is it one of those things that if you do not need a zoomed in render-you texture it out? 

 

Just curious.

Nope, i always make those quads, usually by removing the very inner centre edges and making them quads, this is far easier with lower segment disks something like this https://gyazo.com/3ce8eb14ba994c7f8345a0233f17a14d

 

Also, although it's not addressed to me, things like rivets, screws etc, at least for me depend on how detailed the model needs to be, and how close it will be to the camera, if it's at a distance and it's not centred on a specific area you could do it via a texture/bump but i usually model stuff like this, just make them ultra low poly, the advantage of sds modelling, i did a landrover for an American Express job a while back and that needed quite a few small details similar to that. 

 

5983a610b7936_closeuprear.thumb.png.f73cf96dc3afff91b1478f17b9e4a240.png

3b.thumb.png.9f253d619e3e4ab15027fd96826ca2ea.png

1b.thumb.png.c1e1b523c8103c58b7b3830a1000aa7c.png

 

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9 hours ago, Monstrphil said:

This is fantastic! Giving me more fodder for my Walker. I do have a couple of questions for the professionals

@VECTOR - what do you do with the topography on a cylinder when the top goes to triangles? Do you leave it? King of Snake's suspension has two cylinders that have all those triangles going to center. Is this one of those "unique" scenarios where you leave the triangles?

 

 

Well spotted :) I was planning on making those quads but I just haven't gotten around to it yet. There is a plugin called "quadcaps" that does this automatically for you, and Holger's HB Modelling bundle also has a script for this in the latest update. But with low poly cylinders it's not hard to do by hand.
See this example from Pixar's modelling tips page:
mod_notes.1.png

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