Hey guys. I decided to work on this cool tractor converted to be a screw-driven snowmobile. Crits always appreciated.
Reference - For more just google "Fordson Snow Devil"
Update:
Still very much WIP, but I've been having fun with the texturing and doing a little warhammer-esque stand for it!
Update: I adjusted the lighting after dealing with my gamma issues. Does this look more appropriate? Also a bit of an update to the textures. Started adding in some nettles also
Let me know what you think. Bear in mind that it's very WIP, don't shout at me for obvious seams/missing gloss etc
Mainly it's more generalised feedback I'd like at the moment.
Replies
It's a modified 1920's tractor. The theory behind the screw propulsion is that it would allow easy movement through snow and mud. However they didn't work outside of these conditions, and were slow in them.
More can be read here if you are interested: http://en.wikipedia.org/wiki/Screw-propelled_vehicle
Anyway, unless anyone has critique I will call the high poly done. What do you guys think?
Reminds me of the image posted on polycount awhile back.
Beginners: 10000s of replies
Industry Pro's: 10000s of replies
Anything that falls in-between: 5 replies
edit: I made a terrible version in 5 seconds.
Thanks though.
or is it this'n?
is it this?
this guy... cool looking treads.
and snow! this is a sweet vid. check it out!
https://www.youtube.com/watch?v=L3NGCL-efRM
Also I'm aware there are some parts which are a little off from how they should be, but they really won't detract in any way (unless you are a vintage tractor enthusiast ;P) I'm perfectly capable of fixing them I just would rather get on with it than fixing tiny things forever.
Thanks for the feedback! I was thinking about doing a zbrush pass. I'm not hugely experienced with zbrush, it will be a good challenge. And maybe I will go back in and do a few of those details - I took a small break from this to practise some texturing work anyway.
The upper part looks great, but the bottom looks abit weird.
I'd replace the small bumps, with a bigger and noisier but shallower indentation.
I redid the radiator to have the appropriate curve and lip.
And also a bit of sculpting on the exhaust area
Ouch : P
Dunno what youre implying, highpoly looks pretty professional to me
That AO on the lowpoly really kills it however, waay too strong
its a very subtle effect in RL, you have like 5x as much as you should
Hey thanks!
It's just AO and cavity baked with default settings in xNormal, in the corresponding slots in TB2. Perhaps it's the lack of other materials? If it's too strong when I start texturing I'll tone it down.
but thats a base thing. Just because its coming out of the program that way, with settings a programmer 10 years ago once put in, does it not mean that its perfect right off the bat for your usage right now :P
AO is simply a gradient map, ranging from black to white. What you generate is a gradient map that can be used to make an AO map. Its a very easy tweak for once, but
what in this profession does not require tweaking ? Just taking it as it comes is nearly never right.
Just look at it
Light can reach this place perfectly. Theyre not stones, those are uncountable photons, they find their way and they even bounce.
At the blue example, there is a 90° angle where light can hit. AO would be so subtle you wouldnt notice unless in a direct comparison. Just look how strange the soft seams look inmid the dark occlusion. Even your sculpted dents have strong AO. How do you imagine light not reaching these spots ? : P
Look at the top corners of the room youre in. You can barely tell the ao.
I use 30-40% grey to white as gradient that seems to come pretty close
Dont forget theres screen space AO / HBAO in engines again, (which is way over the top in 90% of the games again)
EDIT: Actally, pretty much everything you pointed out is the cavity map. Should I perhaps not use it?
Here's it without the cavity
Theres no such thing as a cavity effect in real life, its simply AO, just that RL bakes perfectly : P XN is just giving you things to work with to replicate AO or other effects.
Just look what it does / how it looks and if thats what you want.
Cavity in current form should be simply removed, or overlayed on AO and everything erased but the things you really want (small cavities where AO dosnt grip) but theres pretty much nothing on your mesh that demands this.
You could make somewhat nice dirt with the cavity map however
Edit: Yea that looks pretty good without the cavity, maybe a little bit less but its also fine like that.
But thank you, I will put more thought into my AO in the future!
Thanks!
Here is me in zbrush
Oh no that wasn't mean to be a slight in any way. If it came across like that I apologize. More of just a joke around here I guess? I should have replaced professional with popular maybe. hmm.
And there is no way I could ever hate on the work in this thread, cmoooon.
I got the bake and low poly all fixed up, started texturing it (I have a rather big pile of things to texture though mind you, I'm always starting things again due to thinking I can do it better).
In the mean time, can I get an opinion on this portfolio presentation? Obviously I didn't use all the program listed for the HP, it's just for example.
I cant stop looking at your work. it is great. But, there is 1 part that you are missing on front axle - and that is so called "Front axle trunnion" - it is that V shaped rod that makes front axle more stable... otherwise. very nice. do you have any images of front view, rear view and side/top/bottom views, but not from angle?
M.
And here is my start on texturing. I still find texturing tricky, so any input would be great. So far I plan to tone down the rust a bit and add in subtle dripping from rust/leaking stuff. Perhaps more oil on the engine, to get across that it blew up.
The one thing that I still think could be changed is the overall lighting. It feels a touch dark right now. And I'll reserve crits on the textures until you're a bit further as you mentioned you aren't finished yet.
Overall, insane job on dis
Oh, and reading through the thread again, I didn't mean anything negative by that silly graph. I apologize to you (and Shrike) if it was taken as an insult.
I was looking at this on both my more-or-less calibrated monitor and TN panel. The black levels look pretty nice on the TN panel, but are pretty dark on my main monitor. It could just be me, but maybe it's looking different on your screen?
Anyone else?
Also you could try pushing the spec/metalness of the textures to give them a bit more shine? Even though deteriorated metal is going to be pretty dull, it still has some parts that are less affected than others and will shine a bit brighter than what you have I think. And not having that seems to be flattening out your objects.
Hmm looking at a few images I think you're right. Even if it's subtle, the spec hit really helps sell the rust.
Texture is entirely WIP, gloss I have barely touched That is a pretty helpful rust reference, thanks.
nickcomeau - you mean a rim light yeah? I hadn't put much thought into lighting as of yet, I had basically just used IBL and some spotlights made from that in toolbag. Properly placed 3 point lighting means I have to think about my final camera placement - which I will do further down the line. As you describe it though, it does sound like it will have a great effect.
Thanks for replying guys!
EDIT: had a little play with the lighting for the fun of it - gosh just a little effort with the rim light looks damn good! Especially on the terrain!
EDIT: ok I calibrated my monitor properly. Had to whack my gamma all the way down (ideally a bit lower than it would let me). I don't know why I have to put it so low. Anyway I can see what you guys can see how. Way too dark lol.
The nettles are nice; however, I think they mask too much of the model right now. The middle part of the model (with the engine and seat and everything) is extremely noisy right now, and of course, I want to see the model you put so much work into!
beefaroni: thanks for the consistent feedback I agree about the noise. I don't mind too much about obscuring stuff as I will probably present this with and without the turntable. However the noise is an issue. I want to fill it with foliage, so it feels like a boggy woodland area. I guess I will make them smaller but scatter them around a bit more. I may also play around with the ivy a bit as well. The plugin I am using to generate the ivy crashes a lot, so it causes me headaches to use. Maybe if I use an earlier version of max it may be more cooperative...
Edit: I actually tried removing the ivy in the middle, I think the nettles look fine without it. The ivy also changed the silhouette a bit too much. I think I will try making some more subtle ivy creeping across it.