I usually do environments but even with that I have been out of the game for some time.
Just trying to get back in it with this magnificent piece of Russian machinery.
Struggling a bit with pinching and topology, but I want a pretty janky look in the end so I am hoping to get away with some of that.
I feel like a lot of car stuff would be easier to make with nurbs though. Are nurbs still a thing?
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I do fast blocking on this too, just to see what reads and where I can cut corners.
Reference for this car is plentiful but the one below is the one I am trying to stay faithful to.
It has the proper jankiness that i am looking for.
I'm pretty bad at hard surface stuff so topology will probably be very bad on the high poly.
I am making a point not to get hung up on stuff like that though, that stuff matters on a studio where other people will suffer from your mistakes. I am planning to make a simple underside and a fully detailed interior so I want to plow on and just get results.
The current plan is to make it look somewhat banged up, a sort of in between fresh and derelict, and then pose it in a high end studio looking scenario, hopefully the contrast will make it look funny.
Working from the back towards the front. Logo and minor adjustments to go and then on to making underside then inside.
Not completely accurate undercarriage, but I just want to capture the capture the bulky looking almost random cross-beam look of the suspension and power transfer.
Interior is fully blocked out and and I have begun detailing.
the first ever solid watertight mesh for the piece is done, behold, a goddamn door with some decorative panels and stuff.
Probably will not do hinges and all the in-betweeny bits, wont be seen and it will increase the complexity of the bake.
Going to do material separation and then texturing.
Here is a question though, how much is too much? How do you guys usually decide when to stop?
Some material separation still left but I got stuck on playing with wet mud.
Does it still match the reference?
Do I/others still like the way it looks?
I don't think you've over done yet. I do think that some normal/height variation in the mud would be nice. Mixing in some smoother siltier mud, and some chunkier mud in other areas would help break up the very even bump map on the mud layer.
More angles at my artstation