After being a long time lurker to the forum. I've manage to get off my lazy ass and post some of my work.
All cars are around 55,000~ tris and rendered with Xoliul Shader 2. Hope you enjoy them.
These are very good! Your topology is very clean and efficient. From someone who is also modeling the P1, it was one complex car, you only realise once you start modelling it. Just wondering what is your method for the materials and texturing? Do you explicitly unwrap the entire model on 1 or more atlas's or do you use multiple separate materials to define the model, ie carbon fibre, glass, leather etc so you have many materials per model?
Ged: Thanks man. Nah, I wish Forza. I made them for an unannounced game that failed.
WhiskyDelta, interrogator_chaplain:
hehe, yeah the P1 was one of the more challenging models I've done. So many awesome lines.
I use multiple materials to define the major material types. Paint, Carbon, Chrome, Rubber ect.. and I use both 1:1 mapping and tiled depending on the type. Things like Carbon and fabrics get tiled textures because it's more efficient to use a small repeating texture. Paint on the other hand will get 1:1 mapping for liveries.
Thanks for info Tax. I only ask as literally my only criticism (as I have been observing the models for some time ) is that the interior shots are a little flat and could do with an ambient occlusion bake. Maybe unwrap the entire interior onto a second UV layer atlas and use that to "multiply" the other atlases and tile able textures.
Just a thought as it would add more of a sense of depth to the interior.
Thanks for info Tax. I only ask as literally my only criticism (as I have been observing the models for some time ) is that the interior shots are a little flat and could do with an ambient occlusion bake. Maybe unwrap the entire interior onto a second UV layer atlas and use that to "multiply" the other atlases and tile able textures.
Just a thought as it would add more of a sense of depth to the interior.
Whisky
hehe, yeah I agree they do look a little flat, The interior has 1:1 mapping and a full AO already, so I can just adjust it a little. Thanks
Replies
Whisky
RobinSilcock: Unfortunately I don't atm.
Ged: Thanks man. Nah, I wish Forza. I made them for an unannounced game that failed.
WhiskyDelta, interrogator_chaplain:
hehe, yeah the P1 was one of the more challenging models I've done. So many awesome lines.
I use multiple materials to define the major material types. Paint, Carbon, Chrome, Rubber ect.. and I use both 1:1 mapping and tiled depending on the type. Things like Carbon and fabrics get tiled textures because it's more efficient to use a small repeating texture. Paint on the other hand will get 1:1 mapping for liveries.
Just a thought as it would add more of a sense of depth to the interior.
Whisky
hehe, yeah I agree they do look a little flat, The interior has 1:1 mapping and a full AO already, so I can just adjust it a little. Thanks