3D Cannon Project


Along with our other assignments this month we were tasked to create a cannon of our choosing utilizing a next-gen PBR workflow. 

(Final Renders)





(Gathering Reference And BrainStorming) 

Having just finished a Hipoly realistic motorcycle, I thought that for this assignment it might be fun to go for a stylized organic cannon rather than just a high poly realistic war cannon. After spending hours searching the internet looking at all sorts of realistic or super detailed cannons, I recently came across this little guy riding a funny looking tank. Seeing this for the first time really put a smile on my face, so I knew I had to model it. Little did it know how hard these organic shapes would be to model. 




(Week 01 - Maya Blockout)

Starting in Maya I blocked out the shapes the best I could, trying to really nail down the proportions of each shape in the relationship the to overall footprint of the model. A big factor in this design is the different sizes of the shapes and how they seem to flow into each other. 





(Arnold Renderings)
(Checking Scale and Engine Implementation)

(Importing into UE4)


Once I imported the objects into UE4 I quickly noticed an issue with a scale that I had to come to a decision on. I had to decide if the tanks were scaled to either fit human world cats or cat-sized humans? I ended up liking the idea of the sizes corresponding to what they would be if cats were to try and take over our world. 



(HighPoly Detailing)


 (First Detailing Pass) 

 (Second Detailing Pass)


Here I really got to polish up the overall shapes as well as adding small detailing using new methods we learned during class. 
(Decimated Model for Retopo Stage)


(Maya Retopo And UVs)



(Marmoset Normal Bakes)




After many iterations, I was finally able to produce a pretty good normal and AO bake using marmoset. This process took a lot longer then expected due to all the relatively close geometry and the overlapping normal bakes caused by them. 


(MarmoSet Viewer Renders)





(Week 08 FINAL)



Out Final Tank was to bring our models into UE4, creating new materials using maps exported from Substance Painter.