Hello, I'm looking for critiques on this guy. This is a vehicle I made for class:
I'm not aiming to be a vehicle modeler but I figured that i should start showing my work to people in order to see what I need to work on with my models, learn techniques and know if i'm using any wrong techniques.
steps
-Make a clean model of 1984 Ford Bronco
-Model Bits and Armor
-Unwrapped with UV layout
-Textured in Photoshop (2 texture sheets: 1 for the body and 1 for the bits and armor)
-exported to UE4
-Made an alpha to use with linear interpolation for handling roughness.
-alpha also handles the opacity of the wire mesh.
Replies
Keep it up!
Thanks,
Ross
Having your render use something like a 3-point light setup could help, or maybe even just a simple directional light with shadows coming down + baked global illumination or the skylight as well since it is a vehicle. I've seen some people doing tiny little podiums of grass/dirt/street/whatever environment the vehicle would be in cut out in a cylindrical nature. It doesn't take too long to make since it's such a small little piece but I think it works quite nicely in an overall presentation style.
One thing I find nice with the pbr workflow is making some of the scratches and dirt actually just visible in the roughness map, with maybe some low subtle opacity changes in the color map.
You should also try plugging in an AO map in its appropriate slot on the material, it does make a difference (don't place this as a multiplied layer on top of the color map, while that worked for the last-generation of rendering it doesn't make sense in the current pbr workflow. IE if it's in the color map you'll always see the shadows even if it was fully being hit by light = wrong, having it in the AO slot makes it act accordingly. One sort of trick though to have "AO" in the colormap is to use an AO and curviture map to generate dirt/scratches/etc in the corners of the model in a program like substance painter or DDO, so it'll appear more like dirt than a fake shadow when fully lit)
Overall it's looking good, I just think you can take the textures to a whole new level to really make the piece look great. Just try thinking about things like the bumper would probably get the most scratches/dents/dirt/whatever, maybe the vehicles been shot a couple of times from bandit raids, maybe the guy tried to clean off some of that dirt one day so you can see some clean spots in the areas he rubbed, maybe someone put on a funny or badass bumpersticker, maybe someone sprayed it with a spray can graffiti style / ww2 bomber style, maybe a deer/bandit was ran over and there's some blood on the tires and bumper, maybe it rained last morning after a dust storm so you see some clean drips mixed in with the thick layer of dust etc. All while thinking how it would fit in a texture set made for a pbr environment.