This is my last submission very likely as I haven't had much time to work on it recently and won't have much time until next month. I spent quite a bit trying to unwrap the UV and make it presentable in sketchfab but cleaning up at this stage turned out to be too hard and messy and gave up. It's a good lesson for next piece tho! I also played a bit more with lights, mostly toning down the brightness and adjusting the rimlight as I got a bit tired of the previous look. Sadly I don't feel like it improved much :) If you guys have any other suggestion with the best ratio effort/improvement I may try to implement it before the end.
You guys are doing an amazing job by the way! I am very excited to see more progress!
I needed an outlet where I can post my garbage as I want to stop posting wips on artstation and I can just relax and not really care.
Here's some old to - "newest" or latest stuff I've done, if I ever have time I will post some updates.
The model compiler part of the engine will spit list of triangles out to the renderer - what the various editors show you is irrelevant.
As mentioned in an earlier post, there's no guarantee that a quad/ngon will be subdivided in the same way by two different applications. The only way to be sure is to manually define edges.
As tiles said, this is less important when you have dense geometry as the errors will be far less obvious.
Not sure if Frank covered it( probably did, I don't read his posts cos they're always completely correct ;) ) ...but
You should triangulate your target mesh before baking normals and you must use a mesh with identical triangulation in engine. The reference frame for calculating normal direction is influenced by the presence of edges and you can easily end up with Bork if they differ - it's the same underlying thing that causes UV interpolation issues as well
In order to brush off my skills, I've made this lovely concept using Maya/Zbrush/Substance Painter. I want to look it's best before adding it to my portfolio so any critic, feedback is welcome.
Btw, after starting I realized this was used as one of the monthly challenges a couple years ago.
Concept
Blockout
Sculpt
Retopo
Aaand, It's done!
You can also find a flythrough video on artstation. Go check it out!
Svartberg
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