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
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.
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
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.
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
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:
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...
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.
Replies
The car is around 1000 tri count, so I guess it is a prop in game.
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!
It's looking great, really it does
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:
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!
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.