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Modeling Contest 16 - TANKS

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Level 49
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Just look at an animated loading screen tutorial, that's how i learned. =)

Wow, what the poo, i cant export this model, the only model i really ever needed to export, it doesn't work.

GAWD! DAMN YOU KARMA!

here's deh error. (if anyone uses neodex gmax) "MAXScript error - unable to show details" (ok)

(Listener, where it ports to)

-- Error occurred in w loop
-- Frame:
-- w: 1
-- called in V loop
-- Frame:
-- found: undefined
-- facegroups: undefined
-- bonegroup: #()
-- adj: undefined
-- weights: #()
-- bonenodes: #()
-- V: 2
-- matrixindex: undefined
-- cmp: undefined
-- called in CopyMesh()
-- Frame:
-- tex: true
-- s: Skin:Skin
-- m: $Editable_Mesh:Box02 @ [0.000009,-216.571335,42.053780]
-- called in i loop
-- Frame:
-- i: 1
-- geos: #Geoset(o:$Editable_Mesh:Box02 @ [0.000009,-216.571335,42.053780], verts:#([-46.7156,-91.3317,40.4314]), normals:#([0,0.039686,0.999212]), tverts:#([0.36251,0.742907,-0.0138306]), matrixindices:#(0), faces:#([22,23,46], [46,45,22], [1,2,25], [25,24,1], [12,13,36], [36,35,12], [10,11,34], [34,33,10], [21,22,45], [45,44,21], [2,3,26], [26,25,2], [3,4,27], [27,26,3], [20,21,44], [44,43,20], [4,5,28], [28,27,4], [19,20,43], [43,42,19], ...), matrices:#(#(0)), matID:0, geosid:0, geoaid:"None")
-- called in GetMeshes()
-- Frame:
-- a: 0
-- b: 1
-- rmeshes: #()
-- called in OutputMDL()
-- Frame:
-- name: "Tank"
-- animitems: #()
-- newcom: "'NeoDeX Version: 0.78b
"
-- prevsettings: #((interval 0f 7992f), 0f)
-- comments: ""
-- called in PrintMDL()
-- Frame:

d=
 
Last edited:
Level 13
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New W.I.P. Completely redesigned the engine, and made the main tank body black instead of shiny silver.
Verrry nice, debode, though IMO there's still something you could improve:

  1. The central (small) gun may be barely visible with all of that black around... I might be wrong though, check that in-game. In case I'm right, I'd change that gun's texture/wrap, maybe making it completely "golden" would look fine.
  2. What about the (seekrit) idea I told you about the main (big) treads? If you don't wanna use it I could even... dunno :razz:
 
Level 26
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UPDATE: :p
AUGH my god ( ಠ_ಠ) im finally done with my model mesh.... AND NOW I HAVE TO ANIMATE.
hopefully this will be one of my best models yet, it certainly is my most complicated. Lots of eye-candy detail. lots of moving parts :D

Its good to see that everyone has a lot of progress on their models too. 2 more weeks, this is the last stretch! I sure hope i don't have to extend this for one thing, mr.bob would have a aneurysm

Good luck with the models!
god knows i'll need it :p
 
Level 31
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Messages
1,711
UPDATE: :p
AUGH my god ( ಠ_ಠ) im finally done with my model mesh.... AND NOW I HAVE TO ANIMATE.
hopefully this will be one of my best models yet, it certainly is my most complicated. Lots of eye-candy detail. lots of moving parts :D

Its good to see that everyone has a lot of progress on their models too. 2 more weeks, this is the last stretch! I sure hope i don't have to extend this for one thing, mr.bob would have a aneurysm

Good luck with the models!
god knows i'll need it :p

Yes, if we had to extend this...there would be blood... >:D

Anyway, I haven't really worked on my model in a while. I'll finish it up in a day or two.
 
Level 7
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I've got an error, so I had to restart the whole project. Now I'm here:
Tank 2.JPG
 
Level 52
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I dont want mr.bob to die of an aneurism. D=

Edit: Here's my beta, still have to finish attack anim and add more particles. the textureanim hasn't been made to work in wc3 yet, (the magos editor bug)

mesh is awsome, but not really creative. anyway I suggest you to work a bit on the anims: NO TANK WOULD SWING THAT MUCH o_O No, really change that.

anyway: I think I can't finish my model before the deadline :( I'm so busy with my project, requests, school etc. Maybe I find time tomorrow to work on it.
 
Level 49
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Messages
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Most likely my final submission.
The Infernal Behemoth is a new creation of the Gan'arg and Mo'arg engineers. It was intended to replace the Infernal Juggernaughts as the Legion's most heavy assault and siege vehicles, with supporting Rocket Pods against flying targets, a couple heavy Fel Energy cannons and a light machine gun. The armor on the Behemoth is heavy enough to protect it against most kinds of metal and magic, though it is not much of an improvement over the Juggernaughts in terms of durability. The Behemoths has proved themselves to be able to destroy whole operational military bases with very little support from other Legion troops. The Fel Energy beam cannons are especially effective against buildings and heavily armored units while the machine gun is effective against weak and unarmored units such as front-line Footmen or Grunts. The Fel Iron rockets, which are used against flying targets, contain high amounts of explosive material of a new kind recently discovered in the Twisting Nether - it's firepower is enough to eliminate a whole Gryphon Rider brigade with great ease.
 

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Level 22
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@ i killforeyou
ur UV wrap is rather wierd. it doesnt 'flow' too well imo. However i do like the chaingun and the smoke grenade launchers + the overall mesh is nice. the tank overall reminds me more of a t-34 than an actual 'goblin tank'

@ debode
Pretty nice, could also be used as an artillery unit me thinks.

on another note, why do a lot of people add fuel cannisters to the back of the tanks?
 
Level 31
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K here it is, but it still needs particles.

And, could someone tell me why the animated textures don't show ingame? When you assign the animated texture ID to the material it works fine. But, when you close out magos, and load it up again, or import it to the WE, the material has no animated texture ID assigned.
 

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Level 22
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i think it would be REAAALLLLY cool if you add like dust particles flying away from the tank every time it shot. like you could feel the recoil from the cannons. kinda like how the Leman Russ in DoW1 shook every time it shot. its pretty awesome, but kinda static :\
 
Level 31
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Righto, almost done with this, going to start animating it in a few hours.

Just a few more texture touch ups and that'll be done too.

945 polies, could probably cut 40-50 off, but don't see the need at this moment.



Brightened the middle part a bit, looked way better ingame than the previous


Average model, amazing texture. Contest = won.
 
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