Ryzhkov 3D Models

Making of High-Poly IS-2 Tank Turret | Sculpting with Blender

The video shows the process of creating a detailed model for baking a Normal Map. I’m not a professional sculptor, so I keep things fairly simple and work directly in Blender. The goal of this video is to demonstrate the general approach to creating such models.

This is another video I made as part of the IS-2 tank creation course. The 3D modeling course is currently in a testing phase, but it definitely won’t consist of dozens of hours of videos. Videos like this one are an exception, and I aim to show only specific moments that are difficult to describe with text alone.

The video has no voiceover, so I’ll outline the key points here.

Create a high-poly blockout. I combine different methods—from low-poly parts to geometry prepared for Subdivision using creases. The main goal is for the model to look good after Remesh.

High-poly 3D model. Subdivision-ready with creases in Blender

Before starting the sculpting process, it’s important to study references. For example, the main part of the IS-2 turret hull was cast by pouring molten metal into a mold (likely a sand mold). After casting, the turret retains marks from the mold seams (3D artists often recreate them as welding seams, which is incorrect), as well as cut-off areas where channels for the molten metal used to be.

Part of my reference board in PureRef

I do almost all the sculpting with basic tools. The only exception is a custom brush I use to create the main welding seams. Some seams I create using default brushes—the key thing is to preserve the characteristic look of welds according to the references.

Finished turret sculpt

I don’t create fine metal texture on the sculpt. I’ll make it in Substance Painter.


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