One thing I'd suggest, if creating your own design, is to not create shapes that sort of just 'work' with the existing geometry. Right now I'm seeing you made some basic shapes, and now you are just extruding the faces in or out to create complexity. Try searching up vehicle references and see what shapes are more difficult and make you think when modeling them. Then use more shapes like that to challenge yourself. Try and search up a tire tread that isnt just the faces extruded. That sort of thing, ya know?
Ashervisalis


Piemaster
Hello, so i'm wokring on my first
car ever, it's a Chrysler "New Yorker" 1959, coupe. (High poly)
I'm actually cleaning the assets and starting to detail even more. And after naming, ID's , Uv's, Texturing etc.
I'm using 3ds Max 2023, Substance Painter and Vray for later rendering.
zippper4
Currently working on the low poly. I had some feedback about using 2 2k maps instead of one 4k but I seem to lose out on a lot of space but I guess it is what it is? Any input on this would be appreciated thanks!
Enrique90
thomasp
So happy to finally share this model I made for Poly Haven.
This was a real challenge for me to make and a huge learning experience. I really struggle with sculpting and so I put myself to the task of sculpting damage and wear to every surface on the asset and then relying on that to create some of the elements in the textures. I found this to result in much more organic textures.
Asset is also completely free to download. https://polyhaven.com/a/cannon_01
Hello!
I am trying to brush up my skills after a 5+ years break. I chose to make a rocket engine because I feel it has a good deal of complexity and variety. Yet I have managed to "cheat" my way out of it temporarily by buying a texture pack... It seems like preparing displacement maps for various kinds of geometry and "modelling" in this way yields good results in less time, even though it requires a significant amount of geometry to get good resolution. I think in the past this would have required a prohibitively amount of rendering time, while nowadays it seems acceptable. Is this common practice?
I also don't feel I have a good eye for lighting. I tried several setups and they all look okay to me, but definitely not stunning. What would you improve if you were me?
Hey Guys,
This is my last art, a fanart of game Stray.
If you want see more , please, check out my portfolio,
Thanks! ☺️
matheusoliveira
Thank you for the recomendation on the height blended vertex shader! Ive always seen the effect in games but didn't know anything about the height blending part. I made one of them from my trim sheet and used the dark areas as the height map mixed with some splotchy gray areas for the grass/moss and sand to fill in. Later I will save out another video because there are a few animated materials in there as well now that a photo can't do justice to. At this point I feel like I need to add the character and the lizard friend.
squarebender