I think it could do with some dirt on and around the wheels and wheel arch. Also some smaller scratches and rust around parts that are constantly exposed would be nice.
I think that the material is a bit flat too, so some more work on the normal map would give it some more definition.
More angles please.
The edges on the different panels on your car couldve used more roundness because the car, tho it has seams, looks seamless. It looks as tho the whole texture continues from one panel to another. Some good reinforced edge distance and width wouldve helped it out.
Also look up textures of headlights, they usually have some sort of ribbing or pattern on older model trucks. Good luck
Why are your tires so shiny, they look almost brand new compared to the rest of the truck, which does give it a sort of used and maintained look, and the shininess looks awesome, but I am just wondering if it's too much.
Also I've found that a simple gray scale scratches or stains texture overlayed with your normal skin textures can go a long way in bringing more detail to your model. Often when I'm making models with specific skin textures, I have a limit to their size, so I also add small tillable detail textures or normal maps with alpha masks to blend them in later in the game via shaders.
I can see what you mean with the tires and I tried to change it as you can see in my new update
Is that your current polycount or the limit given? I ask because the truck could probably use a few more polygons in a few areas to smooth things out. Also your reference is way more square and blocky than the model you posted. Most notibly are the cab and truck bed which seem to have a curve in them in your model but in the reference it's much more flat.
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I think that the material is a bit flat too, so some more work on the normal map would give it some more definition.
The edges on the different panels on your car couldve used more roundness because the car, tho it has seams, looks seamless. It looks as tho the whole texture continues from one panel to another. Some good reinforced edge distance and width wouldve helped it out.
Also look up textures of headlights, they usually have some sort of ribbing or pattern on older model trucks. Good luck
I will try that
Also I've found that a simple gray scale scratches or stains texture overlayed with your normal skin textures can go a long way in bringing more detail to your model. Often when I'm making models with specific skin textures, I have a limit to their size, so I also add small tillable detail textures or normal maps with alpha masks to blend them in later in the game via shaders.
You can see one of my reference here
Polys: 6383
Tris: 12.754
Mischievous:
I can see what you mean with the tires and I tried to change it as you can see in my new update
Is that your current polycount or the limit given? I ask because the truck could probably use a few more polygons in a few areas to smooth things out. Also your reference is way more square and blocky than the model you posted. Most notibly are the cab and truck bed which seem to have a curve in them in your model but in the reference it's much more flat.