Dont wanna let you down or anything, but this Feng Zhu design has been done before by adam bromell (http://www.adambromell.com/subpage8/big3.php). Your model looks great so keep up the good work. Took a look at your blog, you have some serious hard surface model skills girl! Good luck with the bot!
It looks like you are rendering with the Area filter which makes all your stuff look a bit blurry, you could try changeing it to CatMull-Rom to get a bit sharper result which looks good in highpoly renders.
Outta curiosity how long does it take to get permission from this guy? I wrote to him asking for permission to make one of his vehicles awhile back and i am still waiting for a reply,been close to two weeks.
at one point he'd said on his site that people are welcome to use his drawings to practice on as long as hes credited... he also said that he's not the owner of lots of the work on his site so he can't give permission for that.
mind you that was a few years ago so the best thing to do is ask.
This is what i am working on,i looked at his site and the image and it mentions nothing about copyright for this image. It says it was a design from a tutorial so i imagine its ok to use.
the whitish orangy background is killing it - blowing out all the detail in the object, get a darker background or a blueish background to help the colours on the object come forward. Nice model still a bit clean in some places on the texture eg the doors
I guess I could try a few different backgrounds, I mostly just used the paper because Ive had people telling me it would be cool to set up the renders to make it match the same feel of the concept.
The doors are clean because unfortunately the way I set up the UVs the texture mirrored any time I put any detail on the door so I had to leave the details pretty simple. I probably could have set that up a bit better. I have learned.
nice drone but the spec needs a bit of work to get the materials working correctly try...
- increasing the strength of the spec within the material
- reducing the spec of the mustard paint (in the texture) till its pretty dark (similar strength of what it was before changing the material spec strength) and give it a blue tint
- scratches should be damn near white
- push the levels on the metal elements so that its low is what you have currently but also acheiving nice polished areas along edges and in exposed areas. also give the metal a nice warm tone.
not sure about this but the reflection map (you do have one there?) looks like its too sharpe. try blurring it loads and make sure its masked out by the spec map
I agree with Shep, the spec needs work. I think you're one more texture pass from calling this fini. In addition to what he mentioned, I think you could turn it down a little bit and work the edges a little bit so they shine a bit more. Do that to the hard edges on the model and the edges in the normal map.
I think the presentation could use a little work too. The background should be roughly as dark as the darkest parts of your model, roughly. And the ambient lighting could be a bit softer and slightly more pronounced 3 point lighting set up with some different colors could help sell it.
with the presentation- its supposed to be an underwater drone, so maybe a dark blue background and ambient lighting to reflect this, also some use a water caustics map in the main light to get some nice atmosphere, but dont over do it
Thanks for the input guys! That tutorial looks awesome, it will definitely help me! I'll play with the background and take into consideration about the spec. Thanks again!
No background image. Don't make your art fight itself. Make the background rgb 42 42 42
and work your Specular, take all that grime layer in your diffuse, throw it in your specular and crank the contrast. that will sell it.
Replies
mind you that was a few years ago so the best thing to do is ask.
A credited note on the work seems completely reasonable to me.
This is what i am working on,i looked at his site and the image and it mentions nothing about copyright for this image. It says it was a design from a tutorial so i imagine its ok to use.
The doors are clean because unfortunately the way I set up the UVs the texture mirrored any time I put any detail on the door so I had to leave the details pretty simple. I probably could have set that up a bit better. I have learned.
- Rick.
Do people get sued for making FAN art? No. I say give the credit and have fun making it.
- increasing the strength of the spec within the material
- reducing the spec of the mustard paint (in the texture) till its pretty dark (similar strength of what it was before changing the material spec strength) and give it a blue tint
- scratches should be damn near white
- push the levels on the metal elements so that its low is what you have currently but also acheiving nice polished areas along edges and in exposed areas. also give the metal a nice warm tone.
not sure about this but the reflection map (you do have one there?) looks like its too sharpe. try blurring it loads and make sure its masked out by the spec map
I agree with Shep, the spec needs work. I think you're one more texture pass from calling this fini. In addition to what he mentioned, I think you could turn it down a little bit and work the edges a little bit so they shine a bit more. Do that to the hard edges on the model and the edges in the normal map.
This is a great tutorial to look over.
http://forums.cgsociety.org/showthread.php?f=46&t=373024
I think the presentation could use a little work too. The background should be roughly as dark as the darkest parts of your model, roughly. And the ambient lighting could be a bit softer and slightly more pronounced 3 point lighting set up with some different colors could help sell it.
and just to see I just darkened the original a bit
the 1st image's background noise stands out too much for me.
and work your Specular, take all that grime layer in your diffuse, throw it in your specular and crank the contrast. that will sell it.
Cool trick with the grime layer too, good idea.