Fantastic models. I've tried knocking up quite a few variations of tank game models over the last 20-odd years, but I now feel very humbled by how much cooler your design and modelling looks than any of my efforts. So much character. Thanks for the video.
Brilliant, as usual. And leaves a lot open to customization. Next suggested tutorial: How to animate cogs and tracks. Rigging is not actually needed, methinks. You can easily parent the objects and rotate them as needed.
I really enjoy this type of video, sometimes I just want to see others create cool stuff to get inspired :) also love the stylized look yet somewhat realistic material!
Great video, as always, I have one question, I try to model things for games but I don't understand something. Since you created this model from different parts, when you want to transfer it into a game engine do you join those together and then clean the topology ?
That's my problem when it comes to doing stylized/cartoonish designs. I have a severe case of OCD, and always end up trying to add so much extra detail that it fails to fit into the desired art direction. I start off with an intentionally disproportionate design, but halfway through, I'm trying to figure out the finer measurements of bolts, window seals, door handles, grills, mufflers, materials, etc. I've restarted some designs 20+ times to the point I walk away and get nothing done. Oy vey.
This is how you learn. When you are really enthousiast about something, you want to finish it. I guess you are just not happy enough with the design, so lost motivation. It will come for the right design. The crux is to do it wrong quickly, so you can move on to something better.
@@macnavi for me its not really that i lose motivation, i just have a lot of problems focusing on the same thing so i keep jumping around and starting other finer details only to realise it doesnt work, i do always eventually finish the design but i lose so much time because i make details that work for how it currently looks but that will obviously not work with a more complete core design if that makes sense, im horrible at expressing myself.
I do have a question, and one that is bugging me ever since I started my 3D modeling journey. Do you integrate all the components into one mesh, or are they separate entities even after publishing them? I have heard a lot of conflicting opinions, some saying it should all be in one mesh, while others say not integrating them all together makes it easier for fixes later. I am honestly leaning towards the latter, cause I really do not consider myself particularly good, so I have to return to fix the topology messes I made during the initial modeling run, so having to integrate them into one mesh makes my workflow harder.
Amazing break down! thanks for sharing it! btw I'm creating a very short animation of the dragon I made by your course on udemy! I'm so excited to share you the results ☺
For the text, you could plug a color (or color ramp) into the A input of the Mix node, instead of the texture itself. That way you can still use the full range of values from the texture as a mask (Factor), and you don't have to worry about the white fringes creeping in.
Amazing! Thanks for sharing. I am re-doing the low poly landscape on Udemy ;) Quick question: what's the reason behind using Blender 3.4.1 instead of the latest release? Thanks
@@grabbitt You should've atleast shown each node trees end to end. Spent all this time to model a tank then couldn’t apply textures. Now I feel like I've wasted all that time.
Awesome tutorial, thank you. When I connect the ambient occlusion to the mix shader, it removes the toughness on the tank and just makes it plain green with areas of rust (the areas of rust still have the proper texture). How can I fix this
I've previously tried using a curve to have bullets follow along, making a bandolier. The issue I ran into was a deformation of each round. How exactly did you solve that issue? For reference, I followed the same steps with the modifier but used an open curve. Is it maybe because yours is a closed curve?
Hi, Grant! Can you explaine it in a slow way? I am not very fast to undesrtand in this way. i konw you are only giving tips and the rest must be known for us, but it would be great if you let us see every detail. :)
@@grabbitt Thanks for answer my question, Grant. Maybe I don't understand very good, but I guess you can add the link of that hypothetic video in description og this video (if someone is insterested to your tips, will can see the link to larger video).
Getting the treads to follow the curve was probably the hardest part of this. I need to find a plugin that automates this and gives me the option for distortion or instances. Also, I really prefer these type of time lapse videos over your normal tutorial videos on RUclips. Thanks for sharing your process on this!
When you are making a model in blender 3D and you intend to animate it down the line, do you have to connect the vertices/faces or do you just put them through each other and they're connected?
@@grabbitt Oh, thank you very much. This has been a brick wall in my path for months. Thank you for clearing that up for me. This video is wonderful. I very much enjoy it and it is very helpful.
Hello, Greate work. I have made tank tracks animation using BezierCircle and try it export to Unity. Unfortunately it is not working. Tank tracks change position instead of rotate. Do you have any suggestions how can I export tank tracks animation into Unity?
Hi Grant, first of all, great course. Love it. I just have one question. In the texturing section, I'm trying to create the Ambient Occlusion gradient with the ColorRamp. If I move the white slider just one unit to the left (1 -> 0,999), the mesh completely turns white, so I'm not really able to create the gradient. Any suggestions?
Wait a minute- you’ve missed a crucial part. The tank treads are totally unrealistic, since they’re morphing their size and shape along the curve. How do we fix this, so that the treads behave realistically (each tread is a rigid, solid object)? I swear every single tutorial skips this part!
@@grabbitt yes. the problem is, none of them are, even if they can be. Argg. It probably requires somesort of special something. All I want to know is how. I’ve seen some treads you can purchase fully animated, I suppose I’ll have to buy them and reverse engineer it.
Hi Grant, great model as always. Seeing you creating tank, I just remembered my own struggle and have decided to give it a try and ask. Do you by chance know how to make proper animation of tank tracks adjusting to the different terrain? (Belts stay with wheels, move with integrity, not going wacko). I would gladly pay for a course where you'd explain it cause no tutorial or advice really worked for me.
just wanted to purchase the online course but when I wanted to but it, it showed 190 dollars now when I reopen the page it show 234$. how is that possible?
The only issue I have with tank tracks is, in Blender I'm able to move the tracks around, but when I import it into Unreal Engine I can't get the tank tracks to move around?
@@grabbitt I tried to bake the animations as you mentioned, I went to object mode, selected object, scrolled down and selected Animation, then bake action, I pressed OK, and left the first item tick, it looked liked it baked every frame. I then went to export it as an FBX and import it into Unreal Engine , it created 7 animations for it, and none came out correctly?
Hi! How to animate this tracs in unity? I was trying to make chainsaw with this method (like in character course) and have no idea, how to animate it in unity
Fantastic result, thanks for sharing.
Grant's courses: make a low poly tank in hours
Grant's youtube video's: make a hyper-realistic tank in 8 minutes
A course for a high detailed tank might end up being a bit long for youtube
@@grabbitt is there a detailed course on tank creation?
@@meerkatapult I don't know of any I'm afraid
Fantastic models. I've tried knocking up quite a few variations of tank game models over the last 20-odd years, but I now feel very humbled by how much cooler your design and modelling looks than any of my efforts. So much character. Thanks for the video.
Grant is a tank. Indestructible. Fearless. Packs a punch.
Really cool concept! You are really great on simplifying the main shapes and keeping the identity of the subjetc!
awesome breakdown talk and chalk! Thanks.
Recently just wondering what is the thought process of a 3D artist when making a model. Then you upload this video. Thank you for sharing!
Btw you can set the array modifier to fit the length of a curve
They're so plump and cute!
Make a medieval samurai one!
This little tank is so cute 🥰
Super cool
Very nice! Trying it out.
I hope to be able to afford your courses in the future! I've made a entire asset pack just f ollowing your videos, they are extyremely helpfull
Amazing
amazing vid, i learned a lot
Brilliant, as usual. And leaves a lot open to customization.
Next suggested tutorial: How to animate cogs and tracks.
Rigging is not actually needed, methinks.
You can easily parent the objects and rotate them as needed.
I really enjoy this type of video, sometimes I just want to see others create cool stuff to get inspired :) also love the stylized look yet somewhat realistic material!
Nice tutorial love from India ❤️❤️
Tanks for the quick tutorials
😀
hi, can you teach us how to rig the tank wheels?, specially on how to rotate on its own axis.
Thanks. really nice result 😃👍
This was great, but seeing the wheel cogs kind of irked me :) they would turn in opposite directions.
Is it better to use "Fit Curve" instead of "Fixed Count" on the Array Modifier so that the space of the tracks is the same along the curve?
That's a Tonk
I’ve wanted to try a metal slug-like tank. Thank you very much!
Great Models, I have a question. Is it worth ir get a Macbook M2 max for blender?
See my video.on what PC for blender
And now lets dance with baking it onto lowpoly xd
Great video, as always, I have one question, I try to model things for games but I don't understand something. Since you created this model from different parts, when you want to transfer it into a game engine do you join those together and then clean the topology ?
No it doesn't make any difference
@@grabbitt Thank you very much
That's my problem when it comes to doing stylized/cartoonish designs. I have a severe case of OCD, and always end up trying to add so much extra detail that it fails to fit into the desired art direction. I start off with an intentionally disproportionate design, but halfway through, I'm trying to figure out the finer measurements of bolts, window seals, door handles, grills, mufflers, materials, etc. I've restarted some designs 20+ times to the point I walk away and get nothing done. Oy vey.
Same
I have the exact same problem
This is how you learn. When you are really enthousiast about something, you want to finish it. I guess you are just not happy enough with the design, so lost motivation. It will come for the right design. The crux is to do it wrong quickly, so you can move on to something better.
@@macnavi for me its not really that i lose motivation, i just have a lot of problems focusing on the same thing so i keep jumping around and starting other finer details only to realise it doesnt work, i do always eventually finish the design but i lose so much time because i make details that work for how it currently looks but that will obviously not work with a more complete core design if that makes sense, im horrible at expressing myself.
I do have a question, and one that is bugging me ever since I started my 3D modeling journey.
Do you integrate all the components into one mesh, or are they separate entities even after publishing them? I have heard a lot of conflicting opinions, some saying it should all be in one mesh, while others say not integrating them all together makes it easier for fixes later. I am honestly leaning towards the latter, cause I really do not consider myself particularly good, so I have to return to fix the topology messes I made during the initial modeling run, so having to integrate them into one mesh makes my workflow harder.
Separate meshes is fine
Grant Abbitt, hello~ is there a tutorial that systematically explains blender shader and materials?
Amazing break down! thanks for sharing it! btw I'm creating a very short animation of the dragon I made by your course on udemy! I'm so excited to share you the results ☺
👍
How would I animate the treads?
Can you show us how to import the asset and the texures to unity or unreal engine 🤗
nice
This tank is awesome!
0:29 buahbuahbuahbaubhau this looks Awesome, man this is crazy, love this kind of style :)
Thanks Abbit. that curve follow path is new to me!
For the text, you could plug a color (or color ramp) into the A input of the Mix node, instead of the texture itself. That way you can still use the full range of values from the texture as a mask (Factor), and you don't have to worry about the white fringes creeping in.
thats a good idea :)
Holy moly a tank hell yess
Amazing! Thanks for sharing. I am re-doing the low poly landscape on Udemy ;) Quick question: what's the reason behind using Blender 3.4.1 instead of the latest release? Thanks
i did the modelling a while ago whilst the course was being produced :)
@@grabbitt got it ;) thanks
The only question here I have is... How do I reduce the polycount while still maintaining those details... I wanna keep it between 1-2k
Baking normal maps
Tank you!
I used to like your tuts. Not after today.
Sorry to hear that but you haven't said why
@@grabbitt You should've atleast shown each node trees end to end. Spent all this time to model a tank then couldn’t apply textures. Now I feel like I've wasted all that time.
@moinulhassan8444 thanks for letting me know and I'll be more careful in future
very good
Cute tank
Awesome
Plump
Awesome tutorial, thank you. When I connect the ambient occlusion to the mix shader, it removes the toughness on the tank and just makes it plain green with areas of rust (the areas of rust still have the proper texture). How can I fix this
Sounds more like a bug
Can you bake textures like that? How do you go about exporting a complex texture tree so it is game ready? Cheers!
See my baking playlist
Thanks heaps, and thanks for the vids, your tutorials are 10/10 really appreciate it!
I've previously tried using a curve to have bullets follow along, making a bandolier. The issue I ran into was a deformation of each round. How exactly did you solve that issue? For reference, I followed the same steps with the modifier but used an open curve. Is it maybe because yours is a closed curve?
Perhaps but I'm not completely sure of what you are describing
Awesome looking tank. I'll finish up the courses and then take up this one.
Hi, Grant! Can you explaine it in a slow way? I am not very fast to undesrtand in this way.
i konw you are only giving tips and the rest must be known for us, but it would be great if you let us see every detail. :)
it doesn't work for the RUclips algorithm so well
@@grabbitt Thanks for answer my question, Grant. Maybe I don't understand very good, but I guess you can add the link of that hypothetic video in description og this video (if someone is insterested to your tips, will can see the link to larger video).
Getting the treads to follow the curve was probably the hardest part of this. I need to find a plugin that automates this and gives me the option for distortion or instances. Also, I really prefer these type of time lapse videos over your normal tutorial videos on RUclips. Thanks for sharing your process on this!
Where’s the link to the material?
I'll put that in shortly sorry
how to get image tank background ?
❤❤❤
Thank you Grant for sharing! Excellent model!
When you are making a model in blender 3D and you intend to animate it down the line, do you have to connect the vertices/faces or do you just put them through each other and they're connected?
You don't need them connected
@@grabbitt Oh, thank you very much. This has been a brick wall in my path for months. Thank you for clearing that up for me.
This video is wonderful. I very much enjoy it and it is very helpful.
Hello,
Greate work.
I have made tank tracks animation using BezierCircle and try it export to Unity. Unfortunately it is not working. Tank tracks change position instead of rotate. Do you have any suggestions how can I export tank tracks animation into Unity?
You can bake them out
@@grabbitt do you have tutorial for baking animation? Because I tried and I even use Object Constraint -> Transformation and it is still not working.
Now I know how I'll make tracks for my bikes.
This model Is good for game assets?
yes
hi.. at 1:40.. how did you get the tracks to mirror each other? did you use a mirror modifier? or did you simply duplicate the track? Thanks before
Mirror modifier
thanks alot!@@grabbitt
please make a full tutorial for this 3d tanks
great tutorial keep it up
beautiful 😘👌 good job
So much character, love how the angled hatch looks like a little hat ^^
Hi Grant, first of all, great course. Love it. I just have one question. In the texturing section, I'm trying to create the Ambient Occlusion gradient with the ColorRamp. If I move the white slider just one unit to the left (1 -> 0,999), the mesh completely turns white, so I'm not really able to create the gradient. Any suggestions?
Resize your objects
Wait a minute- you’ve missed a crucial part. The tank treads are totally unrealistic, since they’re morphing their size and shape along the curve. How do we fix this, so that the treads behave realistically (each tread is a rigid, solid object)? I swear every single tutorial skips this part!
Yeah it's not that sort of tutorial. I don't think this tank can be called realistic
@@grabbitt yes. the problem is, none of them are, even if they can be. Argg. It probably requires somesort of special something. All I want to know is how. I’ve seen some treads you can purchase fully animated, I suppose I’ll have to buy them and reverse engineer it.
@greatsol2444 Yeah, it looks pretty tough. Not really my specialty
Constraints! That’s what’ll do it, I think…
Hi Grant, great model as always. Seeing you creating tank, I just remembered my own struggle and have decided to give it a try and ask. Do you by chance know how to make proper animation of tank tracks adjusting to the different terrain? (Belts stay with wheels, move with integrity, not going wacko). I would gladly pay for a course where you'd explain it cause no tutorial or advice really worked for me.
unfortunately its not something i am a specialist in
You are awesome bro....
Great stuff!
just wanted to purchase the online course but when I wanted to but it, it showed 190 dollars now when I reopen the page it show 234$. how is that possible?
I'll look into it. It's a sale price and the sale has ended. But I should be able to extend it
@@grabbitt would be awesome. thanks a lot :)
i've updated the link to give a discount. its $18 now
@@grabbitt yess. thanks a lot. just purhcased it and will start the course as soon as possible :) thanks a lot!!
is there is a way to do post production/post processing in gimp 🤔
i did a research and they all using PS
Yes. You can also use blender
dealing with layers is easer than dealing with node 🙂. also gimp have more features than blender in terms of photo editing ( • ̀ω•́ )✧
The only issue I have with tank tracks is, in Blender I'm able to move the tracks around, but when I import it into Unreal Engine I can't get the tank tracks to move around?
Yeah I would know the best way to do that. Probably baking the animation
@@grabbitt I tried to bake the animations as you mentioned, I went to object mode, selected object, scrolled down and selected Animation, then bake action, I pressed OK, and left the first item tick, it looked liked it baked every frame. I then went to export it as an FBX and import it into Unreal Engine , it created 7 animations for it, and none came out correctly?
HOW YOU MADE THE LIGHTS ON THE FRONT
Just an emission texture
Could you share the source link of the metal texture at 5:15?I like it.
found it - link in description
Hi! How to animate this tracs in unity? I was trying to make chainsaw with this method (like in character course) and have no idea, how to animate it in unity
parent the tracks to the wheel and just rotate that
@@StanleyKubick1what about tracks between wheels?
I can make a rig. Add bones to each track and animate it. But in chainsaw too many segments
Nice video, the tanks turned out really nice, it would be cool if you would make a 3d tank game😀
Do a live video on the process of making this 3D tank. So that everyone can learn the technique. Thanks
Это очень круто!! Сколько времени ушло от скетча до финального рэндэра?
3 hours
@@grabbitt очень быстро!!!! Вы большой молодец!!!!
Pls make a series on coc hero's and characters.
I'm from Russia and now is the best time for this tutorial 😅
Чувакк держись за истину!)
To fast to be useful, what the rush we have time.
The algorithm doesn't like long videos
69th like, nice
I really love it that models! Its so cute! Texturing is looks like made with substance painter. 🤌🤌❤❤