I finished my 3 vehicles for the swiss army presentation at the Olma exhibition. I only worked contract based so far and the very tight deadlines were new for me which is why I had to cut quality to gain time for the first time
The mesh is not optimized, I added "cheap" detail like wheels with 18 segments and didn't add small details that would have cost too much time. around 9-20k polies each. They told me to keep it in this range because of the rendering time, the models are part of a big scene. 2 1024^2 diffuse and spec maps each, I didn't have to save texture space.
Any tips on how to invest my time better into texture/model is appreciated as I was thrown into the cold water somewhat.
Replies
very nice stuff. i really like the lighting. very very clean.
Arsh, hahahahaha, here's mine
-caseyjones
i've never seen a CG artist get the colours right before.
the best way to get models done quickly, is to prepare.
knowledge of your subject.
in military modeling, if you know all the details, and where they're supposed to be, you'll automatically do a better and more accurate job, in less time.
a simple example, if you've never seen or modeled a car before, and you're thrown a few pictures, you're a lot more likely to miss out on details like windscreen wipers, rearview mirrors, exhaust pipes, etc.
similarly, its a lot harder and time-consuming to get something anatomically correct when you've not studied muscle groups and their functions.
edit: does anyone have an idea why I can't edit my first post?
I think there's a time limit on how far back you can edit a post, I remember somewhere someone else had the same question, and that was the answer.
Aside from that, looks sweet dude!
-caseyjones
The textures look pretty nice though, good consistency and colours.
The wheels look a bit small to me though, but I haven't seen any images of a real one so I don't know how accurate that is.
Cool stuff though.
with the plastic windows... can you use a env map / spec?