Hello everyone,
Thanks for stopping by! I decided to make a sketchbook to help me keep track of my work and improvement. Any criticism you want to give is appreciated.
This first post was just a piece to practice my highpoly modeling skills. I found it half finished and buried in the depths of my hard drive; rusting away and forgotten to time. So I dusted it off, completed the model, and rendered it to show here. Enough of my ramblings. On to the art!
Wireframes for those of you that are interested.
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All & all, its a very impressive model, keep it up!
I'm looking at the tailpipes, license plate region. Not a critique, just curious.
Agree with Araymous - keep working/posting!
gonzo_3d: The floating geo is the side mirrors, side trim (in front of the doors), badges, diffusers, headlight covers and insides, exhaust pipes, glass, trunk lid, doors and hood. The trunk, hood and doors are separate so that they could, in theory, be animated. The other pieces are floating because it is faster to work that way with no quality degradation. It also makes it easier for another person to work on the file in a group setting since there are fewer edge loops and verts.
I added the rear badges, number plates, and panel cuts to the DBS.
Decided to go in a different direction tonight. Since I haven't really ever done a painted texture I found a tutorial and used it to help me texture a barrel. Got some seems in the spec map, but I'm to tired to try and fix it now.
Trying to teach myself CryEngine 3 as well.
I was browsing through some threads and found this. I thought some of the shields looked like fun. A few technical difficulties latter and I wound up with this.
Not sure if I'm going to do more shields or not, probably will.
Also, an arm. Because why not.
The texture is pretty bad, but I haven't fully grasped UE4's rendering yet.
That and I need to work on my texturing in general.
Still messing with UE4 and PBR workflows. I think I need to make roughness maps a little more pronounced and varied.
Played around in Zbursh for a little while. I didn't spend that long on this, more a workflow study than anything else. But, still thought it was worth posting here.
Even if it is rather hideous.
The room is a bit too wide, the room in the concept looks around 4m wide or so but yours is looking a bit more.
I can't comment on the textures yet because they aren't done yet or are placeholders, I expect you'll add a mask to the brick paint shader to get rid of that blurry blending.
Also the dirt on the upper pipes look very repetitive, really caught my eye there. Fix the color scheme and you'll be back on track with the concept. Good luck!
The pipes were supper rushed. I just wanted to get something on them and continue to try and get the piece done, but now that the challenge deadline is over I'm going to take more time to refine as I make individual elements.
Thanks for the feedback!