Time for a new project, not entirely sure if im going to bake this down yet, or keep it higher res. I guess well see when the time comes
I'll post pictures as i work on things. Hopefully il have time to crank it out fast. But here are the tires as they stand now. Tomorrow will be the start of the engine and trans
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Oh, and just make sure when you're finished that the wheels are facing the right direction, cause at the moment your rear right wheel is facing the wrong side in your last picture ^^
I'll be following this, keep it up!
This is shaping up to be a great hi-res model 1949a!
Definitely. I concur. The wheel was kickass with that shader.
And its really just a simple lighting setup that i use on all hp models, but here it is again with everything so far...
Hope ya like
But I'll ask anyway
There are TONS of design changes from model to model and year to year. John Deere being a very popular brand, and collectible = too many to surf through
Amsterdam- yea the only reason why i have the extrusions or grip on the tires the same edge width is because on all the references ive grabbed, they are pretty sharp, so i didn't wanna change it up to much
Also, i want to say your AK that you did was spectacular! I'm working on a SCAR right now, hopefully it'll be half as good as yours
Also you have a particulary warm green, and your rims have a cold yellow. Color theory wants you to use a warm yellow in such a composition to look best.
Your render should be a lot more diffused, the tire material is really glossy which conveys the material wrong. The specularity falloff is a lot more wide and not as sharp. If you go as far as put materials for your highpoly, then use a HDRI to light your scene. (Or enable reflections on your materials, I see you have one only for the exhaust and the tires [way too strong on them btw]) and the one you use is not
nice and unrealistic.
Especially for cars and stuff like that is no real texture needed and you can convey a really good render with simple base color.
Also, do not use white lights, lights are never white, orange and blue tones are the way to go if you want to avoid a fake look. (same with shadows, they are not grey or black, they are colored, often purple,) look at the black shadows in your rims, they look so fake
Try using multiple lights and a rim light maybe, and color them, else you will fall in that huge uncanny valley. Experiment a bit, you will like the results and its fun (imo) and worth it!
Nice clean modeling else
Thanks for the feedback. The drop shadow that i used in photoshop is combination of 2 actually. But i can see what your saying about the fact that it might be a little harsh.
I also see what your saying about the tires how they are coming across as to glossy, but its all because of the way the light is hitting them. Every piece in the image has the same glossyness and specularity because since this is only a high poly showcase, its not meant to be uber realistic, meant to just show off the shapes and workflow of the high poly. And ex. yea the exhaust actually doesn't have a different material assigned to it, its just the way the lighting is hitting it that makes it have that effect.
And yea i never use white lights, i always use a soft light orange to portray the sun and bounced lighting and a soft cool blue as a background. If you look closely at the tractor on the right you can see a blueish hue on some of the surfaces, and a yellow-orange hue on the image on the left.
I use a basic 3 point light system with MR omni's. 1 main omni which cast's shadows with .7 strength, with the orange/yellow tint. 1 support omni with same color no shadow at .2 strength. And one back light, blueish tint with .3 strength.
Here's an image i just did for the hell of it cuz i was bored when i was done, but this doesn't have any of the drop shadows behind it with a slightly different tone to the lights but still same colors, might show it a little better.