Started this project recently and thought I'd create a thread for it here.
It's based on an Overwatch concept art for Junkertown made by the awesome
Oscar Cafaro, check his
Artstation!
The objective is to make the RV and some assets around in the Overwatch style.
Here's the high poly for now
C&C welcome!
Replies
Here's some progress with the low poly and baking, I'll post update on the texturing as I move forward.
Thanks for checking
I'm not entirely sure about the color scheme yet and there's still many details I want to bring into the texture but I'm quite happy with the result so far!
Anyway, favorited, cant wait for future updates!
Quick update on the texture!
It's looking nice, but I still believe you should push the damage. It doesn't feel like this junk rv is in disrepair. I'd like to see the actual geo messed up. There are too many straight contours, things should be broken. For example, the bumper could be falling off/broken. The ladder could be leaning to one side and bent. the wheels could be off kilter, headlights dangling down.
Hopefully you push it some more, It looks good now. Just not junky enough
- I would go back to the AO and make sure to either bake or hand paint a better "contact AO" between elements. Beside the wheels that might move, you can add a lot more ambient occlusion pretty much everywhere. It will help "ground" the vehicle and make it more interesting. It's easy to overlook how important AO is on a model and rely on weathering to counter that "the textures look flat" feeling.
- I think that the overall model could use a stronger top to bottom Hue gradient. Having the top uniformly brighter in hue and the bottom more saturated and darker (within PBR standards) will help for the big overall read.
- The glass could use some work to really look like glass (more reflective and I would get rid of the concavity/convexity map on the crack)
- To make the overall prop more interesting, I would personally try to separate your materials a bit more. I like to contrast matte and reflective material that are sitting next to each other. In your case, it would mean boosting the smoothness of the metals and reducing the spectacular on the orange part. You can always rely on your stylized weathering to add some material variation back.
Hope it helps!
-R
@Vexod14 That crossed my mind as well, I'll try
Update taking these feedback into consideration, I'll move on the rest of the scene now.
Do you work with tileable textures for the different materials?
@rohMizuno Thanks, yeah I see what you mean, I added a spray to help that.
@WilliamB_Art Cheers
Probably the last update, I'll post the final shots with a breakdown soon!
Finally decided to call this one done, that was a fun ride!
Thanks everyone for your feedback, it was a huge help. Hope you like the final result
Viewer : https://www.artstation.com/artwork/eE9oY