There seems to be some odd pinching near the hood/headlight border. The hood also has an odd seam near the middle, leading to the front corners of the hood.
The taillights are a bit plain, especially when compared with the detail in the headlights. In a '55, they should appear something like this:
The front wheel well is too angular, especially compared to the number of sides on the tires and even the small details such as the lights and the mirrors.
Try rendering with Image Based Lighting / HDRI , marmoset or all common 3d Packages support that , its essential for cars , just gives great reflections , looks like you use marmoset
aside looks pretty nice
Id recommend a background in complementary color, but analogous like you have works aswell
jajaja debuti tio! me mola mucho el coche en serio, cuando acabe el escenario que estoy haciendo me voy a modelar uno asi en baja tambien a ver que tal se da y eso...
Very nice model for first try! I take it you are not completely new to modeling and texturing?
Where you can improve a lot is unwrapping. There is so much unused space wasted on your maps.
Thanks!
No, this is not my first model, is my first model for video games.
I never done before, this kind of workflow. And i still do not understand why I appear artifacts in -X in the normal map and the occlusion map.
I working as a motion grapher designer, but it has nothing to do with it, is more complex to do this kind of work for video games and i love it!
I really want to work as a environment artist for videogames.
I like it, the texture you have used has a nice faded look to it.
I am curious to know exactly how low-poly that is because from the wire frame it does not look all that low poly, the headlights for instance are quite high, the wing mirrors are also quite high.
I like it, the texture you have used has a nice faded look to it.
I am curious to know exactly how low-poly that is because from the wire frame it does not look all that low poly, the headlights for instance are quite high, the wing mirrors are also quite high.
But all in all great job!!
i Know, it´s not super low poly or low poly in a uniform way. I need to improve my skills. The next one will be better.
Replies
The taillights are a bit plain, especially when compared with the detail in the headlights. In a '55, they should appear something like this:
The front wheel well is too angular, especially compared to the number of sides on the tires and even the small details such as the lights and the mirrors.
Finally, do you have a polycount?
aside looks pretty nice
Id recommend a background in complementary color, but analogous like you have works aswell
sorry about my delay.
Im fix some of the issues you told me.
there is my update:
Thanks a lot for your feedback!
Of course!, there are all the maps:
thanks a lot for your support
jaja, tambn puedes hablarme en espa
Where you can improve a lot is unwrapping. There is so much unused space wasted on your maps.
Thanks!
No, this is not my first model, is my first model for video games.
I never done before, this kind of workflow. And i still do not understand why I appear artifacts in -X in the normal map and the occlusion map.
I working as a motion grapher designer, but it has nothing to do with it, is more complex to do this kind of work for video games and i love it!
I really want to work as a environment artist for videogames.
I am curious to know exactly how low-poly that is because from the wire frame it does not look all that low poly, the headlights for instance are quite high, the wing mirrors are also quite high.
But all in all great job!!
i Know, it´s not super low poly or low poly in a uniform way. I need to improve my skills. The next one will be better.