As usual,what I think it will take a couple of hours actually made me spend almost a day on:the tail lights.I just couldn't get the shape undearneath the glass film,had to watch a lot of different angles and this is the best I think I can approximate that.Anyways,I'm uploading an actual render this time,even if I didn't spend much time on the materials,this is just an "let's separate the materials" phase.
Added UVs for the paint, so I could so a powder coat. The seats have a quick leather texture, and the tires have a normal map for the tread instead of geo.
Note: this isn't my model, it's a CC0 asset from Sketchfab. I'm cleaning it up as a job for the Khronos Group, to add it to the glTF Sample Assets repo which I've been contributing to for a while.
Hello, artists! How's your week? Hope all is well!
Everyone is doing excellent job here! I can't wait to see more and more. As for me, I did some lowpoly modeling in Maya these days. I added some extra edge loop cuts on props to have a bit stylized look. The tris is under 1k for each prop. Pickup's tris is about 15k, crane is included. Then imported the meshes to UE5 and assembled them where they should be. I did lighting and post process setup for the first pass. It looks pretty well for me now.
ps: I am really happy I did pickup modeling, I was struggled a lot. But thanks god it looks decent now. I am so excited about the next steps.
A quick and dirty suggestion for better topology: This should remove those two ugly poles deforming the edge, i think. I think having poles on along edges (in most cases) is not good for keeping them nice and clean.
@sacboi Thank you very much! Worked on the side mirrors and door handles today and added a bit of details to the front side (the parking sensors and the camera from the front grill).Also started working on the back,corrected some geometry issues there,added the mufler tips and the only thing left to do is the tail lights,hopefully I will finish them today as well.After this the exterior is more and less done,I'll have to export it to UE and do some test renders as I'm having some issues in 3ds Max where the back door and the back panel looks like they're not on the same plane,the reflections just looks odd in Arnold renderer. C&c welcomed!
Recall barrels being 'shot out' due to worn rifling then immediately switched with a replacement when in operation (bursts of fire) for an extended period but as long as the weapon was serviceable i.e. able to perform it's task for which it was designed and manufactured, then despite routine wear and tear - scratched surfaces or minor dents picked up in the field on exercise, to my knowledge was the only component regularly changed.
Anyhow linked wikipedia image is pretty much how I remember an ex-Vietnam war M60 would look like.