Very nice work. My suggestion would be to add some wear and tear at the edges, and perhaps some dust accumulation. You can also benefit from some dirt on the windshield and windows. The windshield could have the typical blade marks on it. Are you using a normal map or a bump map?
Yeah to me it your model looks like it has been used a fair bit, but not in use right this moment. If I was in your position I wouldn't add too much dirt.
As for crits, it may be just the perpective of the render, but those two box like indents, at the front, look a bit strange to me. Also the window frames are a bit dark. And yeah I would also do what PeterK said with the windows.
Other then that, the model looks pretty cool. And extra points for being Australian.
It looks really nice! I agree with what PeterK said about the winshield...definitely dirty it up a bit. There is no way the glass would be that clean after driving around on dirt. I think it would add the extra little touch this model needs. What is the poly count, by the way? Can we see some wires?
ok, windshield and windows got a bit of dirt now, window ledges dirtied up a bit too.
different render btw, too, messed around with exposure control and stuff.
different render btw, too, messed around with exposure control and stuff.
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if this is for realtime and you wish us to assess the model the best we can, don't do beauty renders. don't render with soft shadows...etc. the best i've been able to acheive that is closer to what can be ingame is to use raytraced shadows since they have nice hard edges which simulates stencil shadows, and i just do a plain render, no exposure, no nothing with a single omni light. otherwise we may focus too much on the rendering aspects... as an example, even a couple of box's look nice when rendered with gi, yet they won't look nice in realtime, i bet you that.
looks nicer though, love the dirty windows.
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first pics were rendered with a single omni, and raytraced shadows.
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yes that is true, i didn't notice that earlier, but the last render wasn't. i was just saying, save beauty renders for when you feel you're 100% done and not wanting any more crits.
Replies
this is not dirty enough?
real vehicle in iraq:
As for crits, it may be just the perpective of the render, but those two box like indents, at the front, look a bit strange to me. Also the window frames are a bit dark. And yeah I would also do what PeterK said with the windows.
Other then that, the model looks pretty cool. And extra points for being Australian.
ok, windshield and windows got a bit of dirt now, window ledges dirtied up a bit too.
different render btw, too, messed around with exposure control and stuff.
different render btw, too, messed around with exposure control and stuff.
[/ QUOTE ]
if this is for realtime and you wish us to assess the model the best we can, don't do beauty renders. don't render with soft shadows...etc. the best i've been able to acheive that is closer to what can be ingame is to use raytraced shadows since they have nice hard edges which simulates stencil shadows, and i just do a plain render, no exposure, no nothing with a single omni light. otherwise we may focus too much on the rendering aspects... as an example, even a couple of box's look nice when rendered with gi, yet they won't look nice in realtime, i bet you that.
looks nicer though, love the dirty windows.
first pics were rendered with a single omni, and raytraced shadows.
[/ QUOTE ]
yes that is true, i didn't notice that earlier, but the last render wasn't. i was just saying, save beauty renders for when you feel you're 100% done and not wanting any more crits.