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3D: Hovertank Redux (update 29/5/07)

Posted: 2007-05-28 10:15pm
by Acidburns
Now that university is over I felt the urge to return to one of my old 3D models and give it a touch up.

I think the "nose" needs a bit more shaping. The hull around the hatches is a bit plain too. I'm overall pretty happy with it, and I think I'll take the time to give it a decent texturing.

New:

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Old:

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Posted: 2007-05-28 10:38pm
by Redleader34
Your old model of tank is incredibly popular over the internet, and the new onne looks a lot smother and feels like a real hovertank..

Posted: 2007-05-29 03:18am
by TheMuffinKing
That is awesome, however I feel that the smoke launchers (if that is what they are) are too big. Other than that, awesome!

Posted: 2007-05-29 07:19am
by Ford Prefect
While I do like the new one, it's not even half as sporty as the old. :)

Posted: 2007-05-29 07:32am
by Acidburns
Redleader34 wrote:Your old model of tank is incredibly popular over the internet, and the new onne looks a lot smother and feels like a real hovertank..
Thanks, I think the wider profile gives it a sleek appearance compared with before.
TheMuffinKing wrote:That is awesome, however I feel that the smoke launchers (if that is what they are) are too big. Other than that, awesome!
Yeah, that is indeed what they are. I think your right, I'll try making them a bit smaller before I try texturing it.
Ford Prefect wrote:While I do like the new one, it's not even half as sporty as the old
You know, I've been looking at the two models for ages and trying to articulate the difference between the two, and I think "sporty" is a pretty good descriptor (if unsual for a tank!).

Posted: 2007-05-29 08:40am
by Stark
Does the large widget at the back prevent the turret from turning 360? That could be bad. Couldn't you have what I assume is the engine section hang down, like the floaty widgets?

Posted: 2007-05-29 08:54am
by Acidburns
Stark wrote:Does the large widget at the back prevent the turret from turning 360? That could be bad. Couldn't you have what I assume is the engine section hang down, like the floaty widgets?
The turret can rotate around 270 degrees. What sort of situation that would require the tank to shoot behind or complete a 360 degree turn? If it really had to it could lift the barrel over the engine intakes at the rear. If a 360 degree traverse would add something to the design the intakes could be move to the sides perhaps, though I guess they would have to project beyond the floaty widgets in order to receive air.

I imagine the tank to be quite agile, and to be able to strafe at a respectable speed. Ideally it should be able to keep the enemy in it's front arc while moving at a fair clip perpendicular to it's opponent.

I'm questioning the need for a turret at all. I think I'm going to try a new design without the turret, maybe a limited traverse barrel like a Stug self-propelled gun.

Posted: 2007-05-29 10:37am
by Shroom Man 777
A hoverstug would be indeed quite awesome!

Posted: 2007-05-29 12:14pm
by Singular Quartet
Acidburns wrote:I'm questioning the need for a turret at all. I think I'm going to try a new design without the turret, maybe a limited traverse barrel like a Stug self-propelled gun.
Ho-hum. Reasons to have a turret:

(If) the turret can traverse faster than the tank can turn. (tank turn speed >= turret turn speed?)
If the tank is shooting off-axis targets while moving in a specific direction. (can the tank move in every direction at the same speed? Or is it close enough that it doesn't matter?)
Forward armor is better than other armor. Your target might not be the one shooting you. Tank warfare, especially, since front armor is thinker than other armor.

As to the intakes, build them flush with the top armor. Right now, it looks like a good sized machine gun can just shoot through them and put bullets bouncing in the engine compartment.

Posted: 2007-05-29 03:00pm
by Acidburns
I've tried my first crude attempt at texturing. My texturing skills are not anywhere near as good as my modelling, but I'll get better.

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Posted: 2007-05-29 03:19pm
by Shroom Man 777
I think it'd look better with dark colors. Since things kinda look worse with bright colors. Especially when your thing has that smooth stealthy style to it, darker colors make it look better, brighter colors make it look fakey and toy-like.

Posted: 2007-05-29 05:55pm
by Acidburns
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Posted: 2007-05-29 06:01pm
by Einhander Sn0m4n
I like the red one; looks like a good Mars camo scheme.

Posted: 2007-05-29 10:38pm
by Singular Quartet
The green's a bit to green, I think. Generally, jungle cammo is a bit more subdued (dull?) than that. But beyond that, it definately looks good.

Posted: 2007-05-31 08:08pm
by Medic
I'm questioning the need for a turret at all. I think I'm going to try a new design without the turret, maybe a limited traverse barrel like a Stug self-propelled gun.
Dude, death before dismount. If you're a mobility kill you have retain the ability to slug it out till the bitter end.

Of course going turretless with a technowank propulsion system that can overcome that deficiency has real advantages. You can lower the profile even more, simplify the armor and reduce complexity in construction. A fine AFV for slaughtering mecha and hapless dismounts alike. :twisted:

Posted: 2007-06-01 04:37am
by Shroom Man 777
I love the Mars-pattern color scheme. Can we get a dull-grey type of scheme as well? The desert one is good, but the green one is too bright - how about something in dull olive?