Update:
Hey guys,
over the past few weeks i worked on a Vespa Super Sprint 50.
With this model i learned how to bake normals to lowpoly models, so its my first normal mapped model. Right now i just want to show models and maybe some textures later.
After finishing the Scooter im doing some organic stuff and modular pieces for a whole scene, maybe including the scooter, in Unreal Engine 3.
I´m aiming for an internship position as environment/prop artist later this year
Things i learned during the process:
- Retopology of a highpoly model in Maya
- Baking normals to lowpoly with Xnormal
- optimizing normals with NDo2
- Improving in creating textures with Photoshop and dDo
- Importance of Spec/Gloss map
The model is not complete, espacially the rims and leg area need some work.
I tried to give the body a sunbleached and old look.
All the following screens are taken from lowpoly with 6k Tris
Best regards, Dave S
Replies
The model and texture is quite solid!
But I would work on material and presentation (seems to be a common problem or shortcoming)
Use a Cubemap for example and work out the different ways the materials react to light.
Also check how to setup the light to not make it burn your textures out (bright metal parts)
keep going there.. you have a good base to push this a lot further!
@rollin: thanks for that feadback, the model is now directly rendered in Marmoset Skyshop within Ddo, the exposure was absolutly over the top, and i didnt nail the Material definition in the last version (hope its better now )