So I figured I would start a new thread here and finish up my petrol/blood vehicle and character, or if a mod could maybe merge the two threads, I dunno? : )
Currently texturing the lowpoly vehicle in UE4, and still modelling on the character : )
In the first image the plates closest to the camera kind of feels like they are covered in rust, I dont know if that it intentional or not but in the rest of the images the plates feel more like they have a coat of paint on them, it might just be the frequency of the surface noise that made me think of rust.
Maybe add 2 more splits along the vents in Image 3, everything around it is really nice and smooth but those lines apear a bit jagged in comparison
I love your render setup, really inspirational stuff! I'm really tempted to try out that approach next time I'm doing something hard surface : ]
You are correct! It is rust, its just that I have not setup correct rustmasks and detailnormals for all the parts, so there is only rust-normals in certain places, like the one you pointed out
And yeah, that place is really a sore spot and the lowpoly really shows there, might fight through the lazyness and fix that
The pilot will tend to blend in to the vehicle. Even if this is intentional, you might want to add some contrast - have his suit more saturated, or make the hull glossy while the pilot is matte.
On a related note, the orange background isn't helping with the presentation. Details from the ship tend to become lost in the background.
Yeah the pilot is just using the same shader to render as the vehicle, so his colorscheme/shading style is not set yet, not done with the highpoly for him yet : ) As for the background its just temp, used an existing enviro I had and just tinted it : )
dpadam450: for the highpoly, its procedural textures, just Modo. For the old lowpoly shots its modo + photoshop + UE4 materials. Will probably upgrade soon
Replies
Some stuff that popped in my head, if I may:
In the first image the plates closest to the camera kind of feels like they are covered in rust, I dont know if that it intentional or not but in the rest of the images the plates feel more like they have a coat of paint on them, it might just be the frequency of the surface noise that made me think of rust.
Maybe add 2 more splits along the vents in Image 3, everything around it is really nice and smooth but those lines apear a bit jagged in comparison
I love your render setup, really inspirational stuff! I'm really tempted to try out that approach next time I'm doing something hard surface : ]
And yeah, that place is really a sore spot and the lowpoly really shows there, might fight through the lazyness and fix that
On a related note, the orange background isn't helping with the presentation. Details from the ship tend to become lost in the background.
dpadam450: for the highpoly, its procedural textures, just Modo. For the old lowpoly shots its modo + photoshop + UE4 materials. Will probably upgrade soon