been messing with normal map baking in blender and kept gettig weird self intersections, but then relaised that without a cage, the Extrude distance is very important. works fine now. Should have added the bolt to the wheet nut, but could maybe add that in photoshop
The bus signs were redone in Krea AI, very handy tool
Interior is a pain, but nearly done, model will be around 60,000 tris, but will have no undercarriage
"....model will be around 60,000 tris, but will have no undercarriage"
It's mesh is basically a rectangle so a low tri count including interiors would imo be expected, although just a slight nitpick thought for future reference.
On your ChevelIe for example, I do think that spending a few more polys especially around the curved body trim segments i.e wheel arches & rear window as well as possibly creating an interior (basic silhouette) alongside making the windshield glass material transparent, thus likely spark additional interest for people browsing to purchase content.
the problem is though that will take a lot of extra time and the meshes are meant to be viewed from mid distance, so
if I had the time and money and I would include interiors( even a basic one) and give them a lot more detail overall but I am bit pushed right now, so they will have to do as I just have to get something out there and the other thing is that with it being non subd , its quite tricky to add more divisions with out messing up the shading, bit of a balancing act really
a good tweak it to add a curvy rim over a low poly chunky bit, bit of a hack really
I do get your point though, but sometimes I think you have to make a few choices that are not ideal.
I do have the other chevelle model with interior and more curvy looking, so might relese that at some point, just takes time to to uv map and bake it all
re the bus , i think i can probably get it down to 40,000 tris by using normal maps from floaters
so I have a good system for the uv mapping, start off with smartuv project in Blender which gives me a reaonable layout for the main body just not sure if I should have all the materials on 1 texture layout or have chrome, paintwork etc each with a diffent uv set and texture?
am guessing in Unity you would have a different shader for paint as opposed to chrome, but its expensive to have multi materials in a game engine
the wheels will have their own texture space though and meterials in case they need swapping out
checking out the vehicles in in just cause 3 they have up to 11 different textures, so its a bit confusing
Yo can someone explain to me what these B and W checkerboard tile means....
I know it's for UV editing and it's supposed to act as a projector but i'm still confused
Its basically just a checker texture , which you apply to the model to check for distortion. since the squares are all pretty even and the distortion is
minimal , then its ok
There are different kind of uv patterns you can get, some have numbers as well
all of the squares should be pretty much the same size , but for example If I wanted more details on the hood, i could increase the size of the hood uv island within the uv layout, but generally with cars and such i keep the size of the uv islands equal, so the texel density is even over the model
Its coming along, lot's of stuff to add, but my 2 days of testing out substance painter were postive I think not sure whether to make it really trashed and make it in to a barn find or just make it a bit muddy
gripes for me are the non-use-age and clearly beneficial "air ducts" for like the engine+, just looks like weird hanging pieces off the body, might as well use the "free" cooling aspects of going "fast", car refurbishers complain of the same thing, they should be useful instead of just tacked on pieces to make it look good but no function at all.
Cool updates to your stuff, when you think you can show some demo action?
Replies
https://www.cgtrader.com/3d-models/car/racing-car/chevelle-ss-1972
but I am bit pushed right now, so they will have to do as I just have to get something out there and the other thing is that with it being non
subd , its quite tricky to add more divisions with out messing up the shading, bit of a balancing act really
the really noticeable bits
update on the paint shader. settled on a look that works from most angles
I know it's for UV editing and it's supposed to act as a projector but i'm still confused
not sure whether to make it really trashed and make it in to a barn find or just make it a bit muddy
model