Looks great! Though in my personal opinion the wear is a bit too much and some of the damage shapes could be made a bit sharper in order to sell it more as metal and less as melted plastic.
Thanks, guys. Now that you mentioned yeah it is a bit too noisy. I'll try to get rid of some of it and hopefuly when I'll be baking normal map and then apply diffuse map it won't be that noticable (also I'm using "white cavity" matcap, so may be partialy that's why there's too much noise it really brings a lot of subtle details). I'll see what I can do about it. Thanks again for the feedback!
Abrvpt: Yeah I hope trim dynamic will do the trick. Chillydog12345: That's why I actually didn't use the ammo belt like in the concept. That way you're not only have to plug it into the M60 but also have to stick it through a windshield hole first. This will increase reloading time so I decided to go with ammo box on the side instead. Though I really like the ammo belt through the windshield concept. Fomori: Thanks
my only critique is that the rear tires are directional tread and they are pointed the wrong way. Usually the thread on a directional tire will point in the direction of forward travel so when driving through muck or heavy rain the tire will direct that stuff away from the tire reducing a sort of hydroplane effect.
Really like the concept, though being a mechanic i wanted to share the bit on the tires
a winch on the bull bar by the front fog lights would also look killer
James, this makes perfect sense, thanks. It even looks much better now As for the winch I considered it at first, but I couldn't find a perfect spot for it. I made a rough block out and tried different positions, but it wasn't working visually very well so I decided not to do it for this veicle.
It's almost there. I started to bring everything back into 3ds max. A few more pieces left to sculpt and I'll be completelly done with HP and can start low poly model.
OddEyes: For the parts that I didn't sculpt in ZBrush I used this 3ds max script created by John Martini. And for the pieces I sculpted in ZBrush for some of the seams I used standard ClayTubes brush and for some other I used this custom brush.
Alrighty after some break I'm back working on this project again. Pretty much done with low poly model (if you can call it low poly at almost 87k tris. :poly142:). Unwrapping/packing, baking and texturing this thing scares the hell out of me . Have no ideha how, but I'm gonna do it :poly122:
he he the cord is 4500 tris. I was debating if I should make it a simple cylinder or not. Then I though from the first person view it's going to be pretty visible so I decided to leave it as a helix. May be I should make it as a simple cylinder though hmmmm *shrug*
you are absolutely right with the first person view aspect. keep it .. it just seems, that the tri density for the cord is really high compared to the surroundings.
Thanks guys! I'm definitelly going to need all the luck that I can get! Unwrapping this thing is quite challanging, but it's getting there. Hopefully in the few weeks I'll be ready to texture it. I thik I'm going to give Substance Designer 4 a try with its new PBR texturing. It's time to learn this new workflow.
Finally had more time to finish noramal map and AO bakes. Now the last thig that left is to do some more research on PBR texturing and I'll be ready to start texture this baby
Thanks, Abrvpt! I was expecting to have much more problems with baking normal maps for such a complex model, especially considering that I've never done something that complex before, but surprisingly I only had to do some minor fixes in photoshop the rest was pretty decent right out of 3ds max / xNormal *WHEW*
Whew it's been a while since I started this project. For the last year I didn't work on it for various reasons. I also have been gathering more knowledge about PBR and now when there are plenty of information and tools for PBR texturing I decided that it is time to finish this bad boy.
The texturing was done in Quixel SUITE. I also used Substance Painter to fix the masks (a lot of times mask generator in SUITE created visible seams on UV borders) and sometimes I used Painter to create the masks from scratch. I really like both of this awesome texturing tools.
Alright, enough talking, here are some beauty shots from Toolbag 2. More images can be found on my Artstation page here: https://yury.artstation.com/
Also, for those who are interested, I made the Toolbag 2 scene (you will need at least version 2.06) available for download here: https://mega.co.nz/#!BRxCCQLR!T6ei1xNxQyKC5mxxQ9cQN0TqUOwBWDyvdChim75tXos
Replies
Looking forward to seeing it textured!
Very nice progress, keep going !
Chillydog12345: That's why I actually didn't use the ammo belt like in the concept. That way you're not only have to plug it into the M60 but also have to stick it through a windshield hole first. This will increase reloading time so I decided to go with ammo box on the side instead. Though I really like the ammo belt through the windshield concept.
Fomori: Thanks
Really like the concept, though being a mechanic i wanted to share the bit on the tires
a winch on the bull bar by the front fog lights would also look killer
as for your images why not use a blogspot account they are free and you can have as many images as you like thats what i use
James, this makes perfect sense, thanks. It even looks much better now As for the winch I considered it at first, but I couldn't find a perfect spot for it. I made a rough block out and tried different positions, but it wasn't working visually very well so I decided not to do it for this veicle.
This_Is_Icarus, hey thanks. I'll give it a try
only minor thing, I kinda feel like the big damage on the seat could use a bit of a sharper.defined edge.
http://www.alfabb.com/bb/forums/attachments/164-168-1991-1995/159168d1259795368-recaro-seat-damage-ar-164s-recaro-leather-web-.jpg
Now if only 3D printers were better so I could have this in real life.
ghaztehschmexeh, that makes two of us
More pics can be found on my folio website
how did you go on to those welding seams?
and what render engine are you using?
OddEyes: For the parts that I didn't sculpt in ZBrush I used this 3ds max script created by John Martini. And for the pieces I sculpted in ZBrush for some of the seams I used standard ClayTubes brush and for some other I used this custom brush.
this cord in the inside makes me believe it takes half the tri count ^^
[vv]85104855[/vv]
The texturing was done in Quixel SUITE. I also used Substance Painter to fix the masks (a lot of times mask generator in SUITE created visible seams on UV borders) and sometimes I used Painter to create the masks from scratch. I really like both of this awesome texturing tools.
Alright, enough talking, here are some beauty shots from Toolbag 2. More images can be found on my Artstation page here: https://yury.artstation.com/
Also, for those who are interested, I made the Toolbag 2 scene (you will need at least version 2.06) available for download here: https://mega.co.nz/#!BRxCCQLR!T6ei1xNxQyKC5mxxQ9cQN0TqUOwBWDyvdChim75tXos
[ame="https://www.youtube.com/watch?v=dy1pjgxS6jk"]"Outsider" Post-apocalyptic Ford Mustang[/ame]