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Eli Beutler's GAA Portfolio
  • Home
  • Contact Eli
  • Community Statement
  • NIE - Fighting Game
    • NIE Menu
    • Project Updates
    • NIE Animation Reel
    • SIP Display
  • General Arts Portfolio
    • General Art Menu
    • 3D Asset Creation
    • Game Assets & Animations
    • Collaborative Work
    • Traditional Art Skills
    • Preproduction
    • 2D Asset Creation
  • 3D Environments
    • 3D Enviroments Menu
    • Hoth Environment
    • God's Broken Temple
    • Sinnoh League Remastered
    • The Ponharzyy Coalmine
  • 3D Vehicles
    • 3D Vehicle Art Menu
    • Half-Track Vehicle
    • Ship One
    • Ship Two
    • Sailboat
  • 3D Characters
    • 3D Character Model Menu
    • Vlad the Impaler
    • Riotbreaker
    • Vulture
    • General Male
    • General Female
  • 2D Art
    • 2D Art Menu
    • Cartoon Art
    • Pixel Art
    • Vector Art
    • Traditional Photoshop
  • Concept Art
    • Concept Art Menu
    • Steam-Luck
    • Ancient Scandinavia BoTW
    • Titan Stars
  • Early 3D Art
    • Early 3D Art Menu
    • First-Year Modeling

Half-Track Vehicle: Sd. Kfz. 251 Auf C

Setup

The vehicle I chose for the first half of the semester was the Sd.Kfz. 251/1 Ausf. C. In all honestly, the main reason I chose it was because it looked funny. It has normal wheels in the front and tank tracks in the back.

Initial set up required finding a set of blueprints to then set up on a square within Photoshop. There is a line in the middle horizontal to set a ground like with the half point of the top. Additionally there is a vertical line to line up the front and back view

These are the size specifications of the half track vehicle in real life. The main detail being the dimensions which were used to create a shadowbox for the vehicle using Centimeters in Maya.

NURBS

Curve lines and cutting tools shown to the side. The square at the top is a cutting tool used to make the the top hole of the vehicle, the circles seen to the side are various holes for the different wheel types, and the 3 small lines are used to create the tire rims.

Lofted surfaces are seen to the right. to have the surfaces be as angular as needed, they had to each be individually lofted.

Converted Surfaces

There is an initial over abundancy of polygons, which is later corected as you go further into the high poly, but before the UV unwrap, HDRI, and Crease Modeling.

Additionally, where certain lines meet weirdly, creating n-gons, are too corrected in time.

Polygon Normal

High poly count model. Now with Tank tracks, wheels, gears, and other additional details. Front Shot

Polygon Count

Back shot

Above shot with interior

Low Poly HDRI

Low/normal poly count with HDRI background and Arnold Textures. Front View

Poly Count

Side View.

Back View. 

High Poly HDRI

High poly count with HDRI background and Arnold Textures. Front View

Poly Count

Side View

Back View

References

This reference was mainly used for the tracks and general details of the inner gears/wheels.

Reference mainly used for inside details.

Reference mainly used for front details.

Additional reference for front details.

Additional reference for general detailwork.

HDRI that was utilized.

Vehicle Menu
Ship One
Ship Two
Sailboat
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