Hey all,
Threw together a quick little project over the past few days to feel out UE4 and get some modeling, baking, and shading practice. Back in my day of motocross and racing, this was my rear tire of choice; not that that has anything to do with the art haha. All feedback is appreciated!
Reference image
![tire_ref_01.jpg](http://adamavenali.com/polycount/tire/tire_ref_01.jpg)
Started by building 1/16th of the high and low mesh
![tire_section_01.jpg](http://adamavenali.com/polycount/tire/tire_section_01.jpg)
Duplicated it around and merged it all together
![tire_low_01.jpg](http://adamavenali.com/polycount/tire/tire_low_01.jpg)
Normal and occlusion maps
![tire_maps_01.jpg](http://adamavenali.com/polycount/tire/tire_maps_01.jpg)
Unreal material
![tire_mat_01.jpg](http://adamavenali.com/polycount/tire/tire_mat_01.jpg)
Unreal editor preview
![tire_ue_01.jpg](http://adamavenali.com/polycount/tire/tire_ue_01.jpg)
![tire_ue_02.jpg](http://adamavenali.com/polycount/tire/tire_ue_02.jpg)
Replies
3ds Max viewport screen grab
Thanks. That is what I was thinking as well. I might add just a bit of noise to the roughness as well.
I think part of it is also how the different shaders are previewing the occlusion map.
Its hard to match materials when you have completely different lighting setups between reference and what you're actually viewing.
Thanks, totally agree. Maybe some sort of studio lighting setup.