Ok , instead of blind praise im going to be honest with you :
the model has loads of weird smoothing , seems like you didnt make a highpoly to generate the normal map and it shows since it appears that you used only smoothing groups, making it look like a late PS2 model. I would go back to the HP and get a clean basemodel to generate the normals .
The texture is very noisy , specially in the edges, they look super battered but the paint is almost pristine condition with dirt smeared on it , there is no thought on why are the scratches like they are , it doesnt tell a story. Overall is very noisy.
Hope i dont shit on your parade, but the above comments werent beeing helpfull at all and you wont improve by listening to them.
Hi Joao.
Cool thxs for the info. I had assumed the high poly would be enough for the normals info, next time I do a hard surface model ill ramp up the polycount to give all the curve information in the polys rather than smoothing groups. Thxs. And pay some more attention to the scratches and things. To be honest I had though a flying vehicle would have more wear on the edges rather than paint. but nm.
Hi Dan
Here is the spec, diffuse, normal and gloss map.
The high poly wire is what I baked from in max. As Joao says I only did smoothing groups on the high poly. I should have turbosmoothed it looks like. I just assumed that the curves would be enough with a smoothing group added. But I will know for next time! J on a side note it says on ur profile u work at evo. I used to work there maybe 5 years back as a junior.
The high poly wire is what I baked from in max. As Joao says I only did smoothing groups on the high poly. I should have turbosmoothed it looks like. I just assumed that the curves would be enough with a smoothing group added. But I will know for next time! J on a side note it says on ur profile u work at evo. I used to work there maybe 5 years back as a junior.
Ah sorry I seen the reply to me and missed the info about the HP, sorry about that.
Yeah I'm an artist at Evo, have been for about a year now
Agreed with Joao, the jaggy edges and noise are killing the look of this. You can see on the normal map there are quite a few areas with details a pixel width or less.
I think it'd be beneficial to go back and clean up the highpoly and re-bake at least the normal map. If you've got a high poly with smoothing groups, you may be able to get away with doing a double smooth pretty quickly. Turbosmooth with smoothing groups checked, and then without.
Replies
low poly wire
the model has loads of weird smoothing , seems like you didnt make a highpoly to generate the normal map and it shows since it appears that you used only smoothing groups, making it look like a late PS2 model. I would go back to the HP and get a clean basemodel to generate the normals .
The texture is very noisy , specially in the edges, they look super battered but the paint is almost pristine condition with dirt smeared on it , there is no thought on why are the scratches like they are , it doesnt tell a story. Overall is very noisy.
Hope i dont shit on your parade, but the above comments werent beeing helpfull at all and you wont improve by listening to them.
Cool thxs for the info. I had assumed the high poly would be enough for the normals info, next time I do a hard surface model ill ramp up the polycount to give all the curve information in the polys rather than smoothing groups. Thxs. And pay some more attention to the scratches and things. To be honest I had though a flying vehicle would have more wear on the edges rather than paint. but nm.
Hi Dan
Here is the spec, diffuse, normal and gloss map.
Or did you add a turbosmooth or mess with the smooth options in maya first?
Ah sorry I seen the reply to me and missed the info about the HP, sorry about that.
Yeah I'm an artist at Evo, have been for about a year now
I think it'd be beneficial to go back and clean up the highpoly and re-bake at least the normal map. If you've got a high poly with smoothing groups, you may be able to get away with doing a double smooth pretty quickly. Turbosmooth with smoothing groups checked, and then without.