Fire up Blender, and organize the screen as shown below:
I like to have the screen laid out as above, with the top view (press numpad 7) on the left, front view on upper right (numpad 1), and the left view at the bottom right (numpad 3). With the view set like this, you have a top view on the left (the front of the tank faces down), front view on the upper right, and side view on the lower right (the front of the tank faces left)
If you want to have a camera and lights, I would recommend putting them on layer one, and doing the model on layer two.
With the view set as above, add a cube. (already done in the image)
While still in edit mode, hit CTRL-t to convert the mesh to triangles
Hit F9 to view the "edit buttons" at the bottom, and rename the mesh to "base" (This will be the immobile part of the tank)
Press tab to exit edit mode, and add a Cylinder, and scale it down so that it is a bit smaller than the base. This will be the turret. rotate it so that it is oriented "flat side up" (Be sure to hold CTRL while rotating so that you can rotate it exactly or it will wobble!)
Move the turret up so that the bottom of it is just inside the base
Rename it to "turretmain" (This is important, if you don't prefix the name of the parts of the turret with "turret" they won't rotate!)
Hit CTRL-t to convert to triangles
Exit edit mode and add another cylinder, this will be the gun
Rename the gun to "gunbarrel" (Gun parts need to be prefixed with "gun")
Scale the gun so that it is long and narrow, and rotate and move to a position like below
Colouring/texturing models for Scorched3d requires texture images. The texture images must be .bmp files, square, and the size must be a power of 16 (ie: 32x32, 128x128 etc)
For this simple "tank", I just made three 32x32 bmps, one red, one green, and one blue.
Each and every mesh (including the pivots!) must be textured.
I made the base green, the turret red, and the gun blue. Just pick a random texture for the pivots.
Note that the texture colour will not show up in the viewport when textured this way - for simple solid textures like this I usually just change the material colour to match the image colour (Scorched3d will ignore the material colour)