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1968 Dodge Charger Ratrod

polycounter lvl 4
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Actorx polycounter lvl 4
I've been working on this sucker for about a month and a half. I tried to be very accurate with the model details and I think it's turned out well.
I'll be going through in about a month and doing some extra detail painting and getting it ready for cinematic animation work, but I felt like tossing out a showcase before hand. I've got to take a break from it for a bit because of other work coming up this month.

Dat ass :3
http://touu.ch/iK3yG4J I removed the image of this one cause it's 7k res and destroys some peoples loading of the rest of everything xD


Video turn table:
http://youtu.be/vhRO0e1s5RM

iLrJ0F3 Wireframe for those curious :)

Currently the model is at a super dense poly count sitting over 2.5m tri's, but I have a low poly one semi-ready as well should I decide to toss it on the game asset market.

I modeled it in Maya, unwrapped in Headus, and did shader work in Substance Designer. I'll go ahead and post previews of the further down below.
It's made up of four UV tiles, each with 4096x maps. There is some extra space in one of them should I decide to make some additions before the rig and animation.
http://imgur.com/a/lhSpQ#0 That's a link to the 4k maps if you're interested in looking at them. It's my first time doing this much with PBR and I baked the AO into the albedo map without knowing I shouldn't at the time. This will be fixed for the final version.
I also am not familiar with how glass works in marmoset so there is no texture on it as I was hoping for. There will be one in the final.

Below is the engine when I was working on shaders in substance designer. figured it would be worth a look by itself.

DsOPvy8.png

Here is the rubber just after I got it looking good
iJPfPgP

Here is when I added the wipers.
iLpfM5d

I'll be sure to post around here again once the anim is done! Any comments and critiques are welcome. Thanks :)

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