this is a game asset i'm making for an indie game called "global conflicts"
max polycount is 2000-2500
texture is 1 1024 map
and i'm not allowed to use transparency for the windows.
this is around at 2342 polys. i realized recently that i didn't put mirros, but i'm just going to make planes and use transparency for the bars
tear it apart please!
Replies
I would recommend modeling the mirrors. I think a single plane will take away from your other shapes. Also for the rear/trailer tires, instead of making one big wide tire, I would put two side by side because the missing gap will be noticeable.
i moved the outer wheels farther out.
this is my first in game asset, so any other input would be great. i feel like i'm struggling a bit with the texture. it's tough to make something appear shiny without real time lights and/or materials.
here's the reference they gave me
it doesn't have to be 100% the same, but i think i've stayed fairly true to the design.
this is the first vehicle i've ever done. i'm pretty satisfied with it, i think i might do another texture pass and make it look like optimus prime just for fun (since it is the same model of truck, a Peterbilt 389).
anyway, c&c would be greatly appreciated.
I think you should defiantly do the optimus prime texture. Make it look as if he had been in combat put some laser burns, dents, crackled peeling paint, scratches and maybe some rust. Try to tell some story with your texture.
Also you could try some additional maps like a specular and a normal or a bump.
Apply any type of checker board to this model to check the pixel density and you will see what I mean. You have that huge truck using hardly any uv space. It would be best to unwrap this guy from the side and mirror it. I see you have that but you really need to give the cab and the trailer the majority of the uv space.
Right now you aren't using the texture space allotted in an efficiant manner.
Hope this helps a bit.