Ignore this first set of screenshots! Please see updates below :P
Hello again,
I've recently made the decision to start working in a more current-gen workflow, as I've had a very low spec workflow in the past.
My latest project: A racecraft in the same vein as F-Zero or WipeOut. I gathered a ton of reference from conceptships.org and also Pior's awesome F-Zero entry. Concepting my own ship was a tricky task, and since I'm not much of an illustrator, I'll show everything but the vastly disorganized and rough sketches and paintovers I did.
The final concept came out somewhat bird-like, for better or worse!
Maya ViewportPolycount ~8700 tri 2048 Diffuse/Normal/Spec
I'll put the textures in later so I don't overload this post. I'll end by saying that I'd ideally want to put this in-engine. I've played a little with marmoset, but I'll probably have questions if some of you wouldn't mind answering.
Oh, the lighting and such could probably be improved too!
Thanks for looking and feel free to critique your heart out. I'm always open for improvements.
Replies
Good work so far!
I'm just wondering why your mesh is all triangulated, I imagine you didn't work with it like that?
Peris: Yeah, I made a high poly ship and baked it down. I'd show it off, but I need to read up on proper presentation first (some people have some great renders of their high poly). I'm also a fan of stylized work, so the diffuse is mostly hand painted with a couple overlays for help. Maybe that was a bad idea this time around.
Shepiro: I really wanted to make an interior! Too bad my head was already spinning with all the shells I had to unwrap and texture... it'll get easier.
X-Convinct: I like these suggestions. Part of the problem is that the lighting is a little overblown, but I like the idea of the hotter spec underbelly. As well, I could probably spend a bit more time on the spec map overall.
Carlo_C: It's triangulated because of that finicky X-normal program! Sorry about that, it should have been shown more cleanly.
I'll post the diffuse and spec maps so you guys can tear those apart. The texture space could have been used more efficiently, but that's all in the past now!
Half-Size Spec (I don't want to hurt your eyes too much with the messiness!):
Oh, and next time I wouldn't mirror the parts with text, as you can only get so much mileage out of reversable words!
If you want to maintain a lot of your painted surface material you should try increasing the specular response of your wear/scratches/missing paint areas to breakup those surfaces while still achieving the look of the painted metal. I see you've done it in areas but I would push that value even brighter than the diffuse. Once you gain more control over your specular values you'll be able to tone down and have more control of your lights as well.
Just my suggestions, I think with some of those tweaks your details will really pop. Looking good though man.
One crit on the texture though. I think the metal overall looks a bit too cloudy and to me it's reading slightly like concrete. I would bring the contrast of the metal base down a little to get a smoother look. Otherwise great work!
Alright,
X-Convict: I am very grateful for the advice, this has made a huge difference in the overall presentation.
Racer445: I agree, the textures were too cloudy and have been altered.
With these new improvements, I really pushed it. I'm very happy with the outcome and I'm even a bit ashamed by the first set of screenshots.
Maybe I should fool around in Marmoset for a little bit.