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1999 Acura TL

Davett29
polycounter lvl 17
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Davett29 polycounter lvl 17
Hey all, I recently started working on my personal projects for fun again. Lately I have been too busy doing 3d environments at work so by the time I get home Im 3d out. But anyways, I made my car in 3d. I hand painted all the textures besides the back tail lights. Let me know what you all think...

tl1.jpg

tl2.jpg

tl3.jpg

tlw.jpg

tlw1.jpg

tltexture.jpg

By the way I didn't texture the interior yet. I just finished up the exterior. Comments and suggestions are welcome. Thanks. smile.gif

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  • Davett29
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    Davett29 polycounter lvl 17
    Here is a pic of my car. I didn't like my green so I painted it black. Also, I changed my aero kit alittle bit to match the OEM factory kit that comes with the car. I didn't do the engine bay yet either. grin.gif

    TL.jpg

    TL2.jpg

    TL3.jpg
  • Keg
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    Keg polycounter lvl 18
    One thing I see that bugs me is the lack of any reflection. Car's are normally not matte painted.
  • Davett29
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    Davett29 polycounter lvl 17
    Your right about that. Since I textured it instead of making a material, is there away to get around it? I put the reflection at 2% because it looked kind of weird when I raised it up any higher.
  • Eric Williams
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    Eric Williams polycounter lvl 16
    You might try an enviromental map for the car to reflect then raise it up again see how it looks.

    If that's not the problem, maybe try a fresnel effect with raising the reflection.

    Nice car btw, model and real both.

    edit - I don't think there's any way of getting around using a material unless you paint or bake the reflection into the car, but then the problem is it can't be mobile in a game engine cause the stationary reflections wouldn't make sense.
  • pliang
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    pliang polycounter lvl 17
    Environment map's usually the way to go..of course there's distortions to look out for..also try not paint in too much reflection on the body if you are considering it.
  • Slum
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    Slum polycounter lvl 18
    I've never really messed with car paint shaders, but you could try a normal cubemap with a specular mask and maybe a falloff/fresnel too.
  • Millah
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    Millah polycounter lvl 18
    Dave. First, it looks like you've got a good start here with your Acura. Congrats. I'm inspired by the fact that you're able to come home from a hard day's work and still have the passion and drive to be creative in the evenings.

    Now for the critique...
    What's the purpose of the piece? Are you modeling it to be as high rez as possible or for real time? I ask this because it's hard to critique the geometry without knowing the answer to that question.

    Shader/Texture Critique:
    Speaking from how I create vehicles at work, I can say that operable vehicles in current generation games no longer make use of painted diffuse highlights on the car paint portions of the car. Here's how you could improve what you have to be more in-line with how things are done these days (at least in my experience):

    1. The car paint, trim, and metallic portions of the vehicle should all be completely shader driven with the exception of any decals or grime that you put on the car.
    2. The interior, lights, underside, engine, etc. can be painted diffuse.

    Do the above, and hopefully you'll find that you've got an even better looking vehicle.

    Regards,
    Justin
  • Joao Sapiro
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    Joao Sapiro sublime tool
    i like the style try adding an outline to it and it would fit crackdown perfectly, i like the way you painted the difuse, feels so clean, but yeah i agree with Millah.
  • Davett29
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    Davett29 polycounter lvl 17
    Thanks for the feedback guys. For this car I wanted to paint the whole car for practice. I wanted to fake the reflecttions and the high and low lights. I am also doing this car in high poly to do the material shaders. Im having trouble with the bumper pinching at the moment. I will take the suggestion given and apply it to the high poly model.
  • Davett29
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    Davett29 polycounter lvl 17
    Here is the mesh of the high poly model so far. Im slowly but surely working on this car. grin.gif I have alittle pinching at the front bumper and am having a problem fixing it. Any suggestions about edge loops? Thanks!

    hi_tl2.jpg

    hi_tl3.jpg

    hi_tl1.jpg

    For this model I will mess around with shaders for the paint textures.
  • pliang
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    pliang polycounter lvl 17
    Wires please...
  • Davett29
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    Davett29 polycounter lvl 17
    [ QUOTE ]
    Wires please...

    [/ QUOTE ]

    That would be a good idea ha... Im retarded.

    tl_mesh.jpg

    tl_wire.jpg
  • pliang
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    pliang polycounter lvl 17
    Addressing your concern with poly pinching earlier...if you're using max you can prolly play with turbo smooth and even the edges out or in Maya the soft edge settings...seemed to work with my cars back then...

    Other time when that issue has otherwise, it was because I forgot to weld the verts.

    Try it out.
  • Davett29
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    Davett29 polycounter lvl 17
    Here is a quick update on the mesh. Been working on and off.

    TL_hp.jpg
    TL_hp_2%20.jpg
  • Davett29
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    Davett29 polycounter lvl 17
    Ok, it's been awhile since I updated with pics. Here is the final car.

    TL_FINAL1.jpg
    TL_FINAL2.jpg
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