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Making A LCVP Higgins Boat for a Project - Need some support.

ZenDavis
polycounter lvl 6
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ZenDavis polycounter lvl 6
Film References for the LCVP Higgins Boat.


awxw_1.jpg
fxwj_2.jpg
dt8l_4.jpg01aa_3.jpg



Blueprints references for the Higgins Boat.

gdus_back.jpg
trg3_front.jpg
7ym6_left.jpg


Texture references for the Higgins Boat.

0ljb_i917^cimgpsh_orig.pngtf4s_i918^cimgpsh_orig.png


Completed Textures

m7hv_1.jpg
3x8s_2.jpg1i9g_3.jpg

SO THE PROBLEM

For some reason I feel like my textures are looking really bland. I'm not fishing for complements because I am working really hard to improve myself with this piece and I'm really feeling down because my end result isn't really popping for me.

Do you guys have any suggestions or ideas for what I can do to make it look a little more dynamic? Or have I done a good job of representing the boat and more importanty its materials and I'm just being overly paranoid.

Replies

  • ZenDavis
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    ZenDavis polycounter lvl 6
  • particleman1010
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    particleman1010 polycounter lvl 9
    Looks like the real one is black below the waterline. It also has visible rivets I don't see on your model. Both would improve it a lot. There is a painted number as well.

    For the rest of it, I would download some metal texture patterns from www.cgtextures.com and integrate the details with your texture using a low opacity overlay blend in photoshop. It just needs more variation to look right.
  • Doxturtle
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    Doxturtle polycounter lvl 8
    You should also add some of the rust that you can see in the photos
  • VelvetElvis
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    VelvetElvis polycounter lvl 12
    Don't view your model in a scene that is uniformly lit and against a black background.

    The Higgins boat is a very bland model to begin with in real life. To make it look good, you really need to pay attention to details.
  • skyline5gtr
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    skyline5gtr polycounter lvl 11
    Since the boat is metal the texture will need to be driven mostly by spec / metallic map. The reflection are what make it feel like metal. Beyond the actual texture, you need to add the rivets on the side and the water line. Right now the side of the boat is a solid blank texture, if you loo at the reference the metal is made of separate panels with rivets
  • St4lis
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    St4lis polycounter lvl 7
    Since the boat is metal the texture will need to be driven mostly by spec / metallic map. The reflection are what make it feel like metal.

    The boat is painted metal, so the material that you see is actually paint broken up by rust, with very little actual metal.

    I you are working with anything resembling PBR (which you should) the roughness/glossiness map will be doing most of the work.

    Plus, it's always gonna look bland if you don't light it in an interesting way.
  • skyline5gtr
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    skyline5gtr polycounter lvl 11
    St4lis wrote: »
    The boat is painted metal, so the material that you see is actually paint broken up by rust, with very little actual metal.

    I you are working with anything resembling PBR (which you should) the roughness/glossiness map will be doing most of the work.

    Plus, it's always gonna look bland if you don't light it in an interesting way.

    right, but those rust/scratched areas would still show reflection would they not ?
  • ZenDavis
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    ZenDavis polycounter lvl 6
    Thank you all for the wonderful feedback!

    The Higgins boat is painted metal so if I used metallic map it should be black, meaning no metallic map is needed. Am I wrong in thinking about it this way? Am I missing something? Because it's painted metal would the kind of roughness/metallic maps still be needed?

    This is supposed to be also supposed to be PBR.
  • skyline5gtr
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    skyline5gtr polycounter lvl 11
    ZenDavis wrote: »
    Thank you all for the wonderful feedback!

    The Higgins boat is painted metal so if I used metallic map it should be black, meaning no metallic map is needed. Am I wrong in thinking about it this way?

    It depends if any of the metal is exposed, like St4lis said the roughness/glossiness map will be doing most of the work.
  • ZenDavis
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    ZenDavis polycounter lvl 6
    Also an update:

    rlf_untitled-1.jpg
  • ZenDavis
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    ZenDavis polycounter lvl 6
    Hmmm. It's painted metal and the boat was supposed to be almost new, no rust or dust yet. It should look like the reference posted in the op. From there how could I improve the paint? Or am I missing the point?

    I'm going to add the rivets and the line on the bottom right now.
  • skyline5gtr
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    skyline5gtr polycounter lvl 11
    Brand new is visually boring I would aim for the reference pics
  • ZenDavis
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    ZenDavis polycounter lvl 6
    How is this? Are there any tutorials for how I should light my scene that I should look into?

    xY606Td.jpg

    NO3hawc.jpg
  • St4lis
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    St4lis polycounter lvl 7
    In regards to lighting: I ain't got no tutorials for you, but if you just put that into Sketchfab, Marmoset, Unreal or Unity, some default lighting will be a good start. With your roughness doing most of the texture work, a nice skybox should create some decent reflections on the large planar surfaces. Also, shadows and SSAO is a must. In your last picture, we can already see how the reflections in the wood texture is the most interesting material so far.

    Also, you don't have to wear it down much, but your really should figure out some detail work to emphasize some of the edges and creases. Perhaps just some dirt gathering in creases from the people walking around on it when building it?
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