Here's a little bit of information about how I built the tank. Happy to answer any questions you might have.
I really loved the base of the original concept, but I wanted something a little more traditional for the turret. I grabbed a few turrets from similar concepts until I found something closer to what I had in mind.
Zbrush is a really flexible platform for exploring ideas and is the hub of my modeling process. I started by blocking out the main forms in Zbrush. I used both dynamesh and zmodeler to build these basic shapes.
This is pretty good example of the process. I usually begin with dynamesh, clip, and transpose, then retop, and finish with zmodeler to add any additional detail.
Here are a few examples of a few of the pieces before and after the Fusion pass. Check out the video for a more in-depth look.
Here's a few more progress shots. I continued tweaking proportions right up to the end of the modeling process.
Did the retop in zbrush. Some might argue that Zbrush's retop tools aren't all that great, but I prefer working with one application whenever possible.
I did the main UV unwrap with 3DS Max, packed them with UV Layout, and set up the edge smoothing in Maya. Textures were baked out at 4k x 8k. I reduced the the texel density for areas of the model with less visibility.
This is the final albedo map, without decals. Most of this was created with Quixel. I added the orange stripes with a vertical gradient as a separate operation in photoshop.
I made a decal sheet and turned it into a bunch of decals in max. I think I ended up with three super simple materials in Marmoset. Each material was a different color. You can see a few ideas here that didn't make the cut.
11-20-16
nickz
The work is looking amazing! Love to see your work Isaac! Just keeps getting better and better! You make the fusion stuff look easy! :)
11-21-16
chalkman
Awesome work! Thanks for sharing.
All the best, David
11-24-16
Robert Z
The hardsurface dopeness is in full effect here...nice work!