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Patton Tank Concept-Art


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#41 HanaYuriko

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Posted 17 July 2013 - 08:15 AM

Then lets start with some road wheels.

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From here I can figure out the length of the hull and build on from there.

Another good thing about the detail that you put into the image is I can tell what kind of suspension it has. I can also figure out where the drive and idler wheels are located, and from the detail in the tracks, how the drive wheel should be detailed (even though it isn't visible). Though for the tracks I did add a guide horn in the middle that I don't see in your reproduction.

#42 Teliri

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Posted 17 July 2013 - 10:48 AM

a good start), I see that you supplement model with technologically necessary elements, that's great, because I'm focused primarily on the design and and therefore made a lot of mistakes and inaccuracies when creates the concept, I think we can make a good team)

#43 HanaYuriko

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Posted 18 July 2013 - 04:02 AM

It's almost a shame to do this much detail work when most of it will be hidden behind the side skirts. Drive and Idler wheels are completed as are the return rollers. I'm guessing on what the suspension swing arms are supposed to be like but I did incorporate the detail that I can see. I also noticed that the front idler wheel didn't appear to be connected to the hull. Easy fix. Just add another swingarm!

Fun bit: There are 65 track links.

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#44 Iqfish

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Posted 18 July 2013 - 05:04 AM

View PostHanaYuriko, on 18 July 2013 - 04:02 AM, said:

It's almost a shame to do this much detail work when most of it will be hidden behind the side skirts. Drive and Idler wheels are completed as are the return rollers. I'm guessing on what the suspension swing arms are supposed to be like but I did incorporate the detail that I can see. I also noticed that the front idler wheel didn't appear to be connected to the hull. Easy fix. Just add another swingarm!

Fun bit: There are 65 track links.

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Cant wait to see the result! Im excited :)

#45 Teliri

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Posted 18 July 2013 - 05:07 AM

Tracks running for the entire length of track need only when youre plain to create the high poly model animation. Animating low-polygon models do not need it, because instead of 3D models of trucks there move only the texture on which tracks are drawn, and the upper rollers will never be seen, and we shall not needed even if we create damage model for this tank.

and yet I fear that the tank is a bit short and a tall, you may need to add a couple of basic rollers to compensate for this, which is why I said that my concept is far from ideal, you can not just play all as drawn, because there are too many errors, I do not want to you do the extra work may be first to outline the main volumes and proportions to understand what should be corrected and then the detail of?

#46 HanaYuriko

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Posted 18 July 2013 - 05:34 AM

No worries. I'll make adjustments if I need to when I start on the hull. Spacing out the wheels more and adding in more tack links can be an easy solution to the appearance of the length and height. Right now getting the entire tread to link up properly and wrap around was my main goal.

#47 9erRed

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Posted 18 July 2013 - 06:09 AM

Greetings all,

Reference the track, sprocket and idler wheel support.
(as you did say you are following engineering technically accurate design spec's. [even if it is 1000yrs in this battle tech future])

Normally an Idler wheel will not have a swing arm and is on a short double offset axle for tension adjustment. Either by cranking out the offset axle or by pumping a shock that moves the idler out. The first 2 or 3 road wheel have shocks on them as they are the workers on uneven terrain, normally the last road wheel also has a shock on the swing arm. Shocks are normally attached at the top of the wheel hub housing to allow for road wheel travel. And normally there is more space between the first and second road wheels as that one does the most movement or travel over terrain.

The final drive wheel or sprocket also normally has the cogs on the two outside edges, this enables positive lock when the track torques while the tank is turning or reversing. Having only a single center line drive runs the risk of the track running off the sprocket when filled with dirt, trees and mud. (tanks move through the ground, not over it.)

The track road wheels travel well inside the track edges to provide all the weight support for the vehicle. The track is just the flexible road bed that is laid down and normally extends about 6 inch's or more outside the road wheels.(edges line up with sprockets only) The top return rollers need to be as flat and low as possible to reduce the top height and travel of the track.(normally even and level with the sprocket top)Sometimes spaced between the road wheels. Sometimes the first road wheel has it's swing arm reversed as the normal attachment point would be outside the front slope of the body. Swing arms are normally short and placed in front and below the top of the road wheels. (normally attached to the lowest point on the under body side.)

Now keep in mind this is a much heavier vehicle than current tank weights allow. Current max is 60 to 70 Tons for road and bridge crossing. Future with "Ferro-Crete" and new tech this may all be mut.

Some small image examples for reference:
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This would be about what a normal idler wheel body looks like and how it sits on the frame. Adjustment bar or shock at bottom.
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For a "today" sized 60Ton tank the tracks are normally around 17feet long (ground contact) and 2 feet wide. The normal 5 rotary shock absorbers only have a 11-12inch bump travel so not a lot of movement in the road wheels.

Hope this helps in the design work,
Later,
9erRed

Edited by 9erRed, 18 July 2013 - 06:48 AM.


#48 HanaYuriko

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Posted 18 July 2013 - 09:02 AM

That helped quite a bit! Thank you.

I've reworked...well just about everything! Lengthened the wheelbase and lowered the overall height, modeled a new drive wheel, and improved on the tread itself by modifying the track links and reworked the visible part of the suspension system. The size and scaling was made possible when I blocked out the fender and side of the tank itself.

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#49 9erRed

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Posted 18 July 2013 - 12:27 PM

Greetings all,

I see, good work.
Observation: The swing arms are facing the wrong way. Normally they pivot back and up to reduce shock on the arm during rough travel. The examples show how short the arms are. And the return idler wheels (top) can be lowered a lot to bring the track into a downward angle to the front wheel. The return rollers are not meant to take any tension, they are only there to support the track. Todays "steel/rubber" tracks weigh about 1.2 tons, but we do have the new lighter, longer lasting, unitized all rubber tracks.(top rollers are all covered and not seen but it may mean something if high poly modeled.) That would lower the top track and allow the body to set lower, as cover from view is 1/2 of what you need to stay alive.

This is all from current tech. now who's to say that in a 1000yrs of development the Battle Tech world has not refined an all electric drive tank. Each wheel driven by an internal motor and assisting to move the tank, the sprocket and idler wheel are just to keep alignment and tension. They are either an ICE for ballistic weapon system tanks or Fusion drive for energy systems, in canon.

Later,
9erRed

#50 Oy of MidWorld

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Posted 18 July 2013 - 12:50 PM

Errr, we sooooo need ai vehicles and tanks. You should let PGI hire you. :huh:

#51 Tyrfin

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Posted 18 July 2013 - 02:12 PM

Why does it say "NO STEP" on a place no one would step anyway?

That's really an aircraft thing. On a tank about the only thing you can't step on would be, say, cameras or other sensor gear and really, on a TANK, they'd be in armored housings. You can't really have points on a tank so weak that they can't take 180lbs spread out over a square foot, considering they routinely, you know, drive through buildings.

#52 HanaYuriko

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Posted 18 July 2013 - 05:19 PM

I've found some images of the Patton series of tanks (M46, M48 and M60) which shows the exterior suspension system. The tracks do sag a little, but I'm not concerned with that at this point since the upper half won't be seen in the later stages of the model. So long as they're there that the model details work for me.

When I called those pieces the "swingarm" I was a bit premature in naming them. The swingarm is a lot smaller and I seem to have combined the parts that include the shock absorbers and swingarm into a single piece. That happens when you use a myriad of different suspension systems as a guide reference (Tiger, KV-1, T-34, M4 Sherman, Panzer III, etc.). When I have time I'll go back and make that section more resemble the image I've found of a M46 Patton during its construction.

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#53 101011

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Posted 18 July 2013 - 06:05 PM

This looks to be yet another great model, Hana. Nice job. And, of course, kudos to you, Teliri, on that wonderful art.

#54 HanaYuriko

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Posted 20 July 2013 - 01:22 PM

View Post101011, on 18 July 2013 - 06:05 PM, said:

This looks to be yet another great model, Hana. Nice job. And, of course, kudos to you, Teliri, on that wonderful art.


I just hope I can keep up the quality of Teliri's rendition!

Quick update: Getting the indentation and base detail on the side section has been a headache. I mean literally! Trying to figure out how to cut the side without exposing the motive system was quite a challenge, but after a number of tries in the past couple days (which I didn't render - sorry) I finally got the shape I wanted.

Well...Almost. I think it's a bit too long at this stage. At least that SHOULD be an easy thing to fix. Anyway, pics.

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#55 Teliri

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Posted 20 July 2013 - 02:00 PM

I'm sure you can) Try to make the front plate heavily favored and having a larger bevel, and the air intake at the top of the back no need to do, becauseI think it will interfere with turning the tower

it would be nice if someone who takes out a models from game gave us a model of Centurion, on it you can scale the size of the tank, because I was drawing a tank cannon looks like the Centurion cannon (because Centurion has always been my favorite mech)

#56 Adridos

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Posted 20 July 2013 - 11:51 PM

View PostTeliri, on 20 July 2013 - 02:00 PM, said:

it would be nice if someone who takes out a models from game gave us a model of Centurion, on it you can scale the size of the tank, because I was drawing a tank cannon looks like the Centurion cannon (because Centurion has always been my favorite mech)


Just take it from the game. Here's the process:

Spoiler


#57 NautilusCommand

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Posted 21 July 2013 - 02:49 PM

Bumping because loving this stuff.
Can we have an E.T.A. on the aircraft? Please and thank you.
BTW so much hype on that 3D model.
GET HYPE GET HYPE!

#58 Teliri

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Posted 21 July 2013 - 09:09 PM

Sorry, i can't tell you E.T.A. of the aircraft, I draw when given free time, but it happens Veery rarely, because I get $500 a month on my job, more than half of them I spend to pay for the apartment, so I have to work even after the work that was enough money for me to live. Of course, if I was painting full day time then you would have seen the concepts every 5-7 days, but this is not possible, so I ask you to wait

#59 Overkill C7

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Posted 22 July 2013 - 07:04 AM

Looks great! My apologies if this has already been asked but what software are you using to do the rendering?

#60 verybad

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Posted 22 July 2013 - 08:44 AM

View PostTeliri, on 14 July 2013 - 03:58 AM, said:

Hi all)
I have some time to actively train in the field of 3d game modelling and gaming art, of course I could not ignore my favorite game and decided to paint something for MWO. I did not dare to spoil any canonical mech design by my clumsy scrawl so I decided to start with the tank) it is a redesign of 65 ton Patton tank, i knew that it far from ideal, but I'm still learning, i hope in the next time it should turn out much better)


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One of the best Battletech renditions of a tank that I've seen. Very nice.

Edited by verybad, 22 July 2013 - 08:45 AM.






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