looking nice, the back lights should have a lot sharper highlight tho and reflect something, and the tires + exhaust are so bright somehow , maybe turn down the bottom light a bit
@Shrike: yeah, but as I mentioned, I didn't work much on materials yet, they are straight from Blender, no cubemaps or such. Finally I hope to put it in Toolbag and render properly.
Tires, exhaust (and also plastics, trims, badges, rims) have no texture yet.
I combine a lot of photos to get the most possible flat projection, paint a bit, try to neutralize light, get proper levels, match them all together between all the lights... and that's it. The rest is usual workflow for specular and such
@Fisty: I combine baked maps (lights to mark where the dust collects + AO, perfect for cavities) for general dust. I mix it with alpha layers (such as opaque trim around windows) I either paint or bake too. Wipers marks, mud splashes are all painted. All in Ps, I didn't try Substance tools yet.
This looks really nice, the only thing that bothers me is that the tires aren't too dirty, maybe they are still on WIP stage so if you had plans on them forget what i said xD.
Everything is rendered in Blender* for now. Textures are first baked into needed maps (ao, light, whatever else) and then some magic is done in Photoshop.
*It has realtime GLSL renderer, which gives results fairly the same to game engines. No PBR tho, but I finally plan to put this thing into Marmoset and maybe something more to compare effects.
The idea is to render a super high res image using both additive and dithered transparency, then scale down the image in Photoshop. I tried it and it works really well.
Oh this is so good! Polycount header stuff indeed!
Mind telling how you made tire sidewall markings on highpoly model? Is it displace? Did you bake it into lowpoly or was it just for rendering?
@sushi: thanks, it helped a lot! @JV: aw thanks. @SirApple: Textures? Gonna post them very soon! @SonicBlue: indeed Cinturato rocks @JamesTKirk: thanks! It's a vector-drawn bump map. For lowpoly I just pasted it in textures. @Jack M.: It's some random pic I put as the background, picked some bright spots as Child Lights and that's it. Also boosted contrast and played with it's midpoint. Nothing fancy, it's the background image that affects the final effect the most, so I suggest trying more and more until you find one that look decent. @TheMentalist: thanks!
So, anyway, I think the model finished for now. Rendered in Toolbag 2.
Replies
A little update from me. Playing with shaders, mapping, baking textures.
Very solid model though.
The wireframe is very neat, love it!
Getting dirty. No fancy materials yet.
(Someone stole my side mirror again... goddamit!)
@Shrike: yeah, but as I mentioned, I didn't work much on materials yet, they are straight from Blender, no cubemaps or such. Finally I hope to put it in Toolbag and render properly.
Tires, exhaust (and also plastics, trims, badges, rims) have no texture yet.
Did you have some shots of the rims from a better angle? Because I think the rays bends more in the real version.
Noted! gonna remodel a bit.
Grrreeen. It's called Polycount Green.
Diffuse/transparency/specular(roughness/glossiness)
...aaand a daily update!
2 questions;
What are you using for the materials/textures
and what renderer are you using?
Everything is rendered in Blender* for now. Textures are first baked into needed maps (ao, light, whatever else) and then some magic is done in Photoshop.
*It has realtime GLSL renderer, which gives results fairly the same to game engines. No PBR tho, but I finally plan to put this thing into Marmoset and maybe something more to compare effects.
Forgive aliasing and so, it's just a test.
Something about the edge lighting, reflections and window grain. Still killer work man.
The window grain comes from Toolbag's alpha dithering... gotta figure out how to get a nice result.
Anynone faced that problem before?
The idea is to render a super high res image using both additive and dithered transparency, then scale down the image in Photoshop. I tried it and it works really well.
Tutorial: http://www.marmoset.co/toolbag/learn/glass
Mind telling how you made tire sidewall markings on highpoly model? Is it displace? Did you bake it into lowpoly or was it just for rendering?
Would you mind sharing your lighting and render setup in marmoset? I'm just loving that presentation!
@JV: aw thanks.
@SirApple: Textures? Gonna post them very soon!
@SonicBlue: indeed Cinturato rocks
@JamesTKirk: thanks! It's a vector-drawn bump map. For lowpoly I just pasted it in textures.
@Jack M.: It's some random pic I put as the background, picked some bright spots as Child Lights and that's it. Also boosted contrast and played with it's midpoint. Nothing fancy, it's the background image that affects the final effect the most, so I suggest trying more and more until you find one that look decent.
@TheMentalist: thanks!
So, anyway, I think the model finished for now. Rendered in Toolbag 2.
More pics in imgur album: http://imgur.com/a/1H5rp
Texture maps:
Another thingy, a Sketchfab embed!
[SKETCHFAB]6fb530ebcb334db7af2fc8b43524d6b8[/SKETCHFAB]
Nice touch on the damaged part, I was expecting a Bburago logo on the bottom XD
Brilliant idea! Totally gonna try it for the next car.
Actually I saw that on a Gran Turismo 5 screenshot some time ago, this: