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Cop Car-now rusted!

Hey guys,

Just wipped up a cop car for my obession of detective movies. Base model provide by Dabu, and I added a little detail, UV and textured it. Critiques welcome! texture map: 512x512
carfrttexture.jpgcarreartextured.jpg

Replies

  • ElysiumGX
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    ElysiumGX polycounter lvl 18
    Very nice. Would this car be driven in a game, or abandoned? The cracks in the windshield look unrealistic, as if the whole thing should have busted. And, should the wheels be painted as if they're moving? Looks odd when it's motionless.
  • notman
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    notman polycounter lvl 18
    Yeah, kill the cracks on the windows. You're better off with just a chip/crack in the center of the windshield, then leave it at that.
  • Xena
    thanks for you input, guys. The cracks are my practice of painting broken window. I will tune it down a little bit.

    The car is around 1000 tri count, so I guess it is a prop in game.
  • Cody
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    Cody polycounter lvl 15
    Sweet. I love those old school cop cars. I think the back bumper needs more grime/scratches like the front one has.
  • Xena
    yeah, I agree. But I UVed most of the chrome parts in a tiny square, don't know how to paint it without affecting other parts.
    CarsUV.jpg
    Cars3.jpg
  • Mark Dygert
    Looks great!

    Crits:
    - Just because it would be beaten up and run down to us (50-60 years later) doesn't mean it would be that beaten up during its time. Right now the level of damage and wear is on par with a junker. If its meant to be that then I have no crits =P

    Nice work!
  • notman
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    notman polycounter lvl 18
    Actually, looking at the bumpers, I'd add a little rust. I've never seen those bumpers not have some streaked rust from sitting.
  • danr
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    danr interpolator
    you could easily tweak up that UV map to give more space for your chrome bits to be painted individually ... apart from squashing some bits closer (especially in the lower half) you could think about things like giving less to the license plate which you'll still be able to read even if it's half that size, building your wheel from a quarter since you have no real detail on it anyway, etc etc.
  • Xena
    I'll try to add some rust on. The issue about license plate is that later I need to shrink the texture to 256, a little worried about the blur that will happen
  • Mark Dygert
    cough... thats why you paint at actual res...cough cough... hehe
    It's looking great, really it does =)
  • Xena
  • WipEout
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    WipEout polycounter lvl 15
    looks good!

    My only complaint would be the cracks in the windows-- the glass wouldn't crack like that. There was no safety glass in the 50s-- auto glass was all single pane. So the glass wouldn't break into chunks like that. It would look more like a spiderweb radiating around the point of impact. Look up cracked windows on Google images. Here's a couple I found:

    20050213.jpg

    20040108_barst.jpg

    Right now, yours looks more like lightning-- random and spreading. If it were safety glass, the chunks would be smaller, but I don't think that would come across in a 256 texture-- the "webbed" fractures would play nicely at most any rez, I think...

    Keep it up! I like it a lot!
  • Xena
    Thanks, david. These are the picutres that I am having trouble to find. Sigh, can't use photos for this assignment.
  • konstruct
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    konstruct polycounter lvl 18
    yeah, when I first saw this post, the biggest thing that irked me was your window cracks.

    WipEout nailed it with the cracked glass ref. Remember when painting you glass, the inside broken edges will receive light and get brighter. but don't forget to add the darks to your cracks as well.

    ALso some other things about your windows, add dirt noise to the whole thing, and erase a bit from the larger central areas, to simulate a grime build up around the edges.

    As far as the black paint on the car, it looks like your using pure white as your highlight color. tint it either warm or cool, to give it more of a natural look, and remember, whenever you paint textures, NEVER use pure black or pure white. ALWAYS add a value shift (light/dark), as well as a saturation tint. There is nowhere in the real world where pure black, or pure white exist, because of all kinds of light temperature factors, and material traits.

    good luck and keep going. this is SOOO close. also some other things you might want to do to take advantage of your texture res, is don't be scared to make a noise layer over the whole thing, then erase it at 50% on the the areas you thing will receive the most buff and wear. in addition to this, the sharpen brush is extremely helpful. If you were to run a sharpen filter over the whole thing, you would make it look pretty nasty, but the brush allows you to accentuate certain things, and give them more of a pop in a very quick manner.

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