Teriyaki: She is really coming together, I dig the progress and new details. You know me when it gets down to being an anal gearhead so hang with me. I have some suggestions and issues regarding your stickers. Possibly a few too many beers on a sunday as well... the rant begins!
Tein Suspension: known for their green struts/springs etc. If you wanted to give the jdm tuner fanboys a treat, paint your hydraulic trim dampeners green. The green would look pretty slick on the orange. Just a suggestion being that would be the only product that Tein would produce for your Moto.
NX-Nitrous Express: commonly a white N20 bottle. Could be pretty neat to see one mounted up with some 'AN' style braided lines.
HRE- performance wheels: This is the future, so wheels are the past. This company in current times is responsible for being that overpriced signature high collar wheel company. Possibly in the future they make trim plates being that they are similar to wheels... sorta. Giving some love to those plates making them look a bit aftermarket or throwing a small decal on them could work, but then again it would probably just be a bit messy.
Motul and Redline: these guys both produce performance lubes, so they are enemys when it comes down to it in the racing world. Sure many people may not know that but you get goof balls like myself.
Hawk: they make performance brake pads so I dont know how well they cross over to the future... they might have move moved on and produce some type of air brakes?..hmmm
K&N: filters - Everything needs a filter especially a rad jetmoto. Easy sell.
Momo: - Fine Italian auto accessories, it works. Maybe your handgrips...
haha ok, honestly I think I just needed to get that out of my system. Deep breath, time to start jammin on my Saw! Keep it up bro!
actually yeah it does have a bit of a fallout vibe to it!
to make the engine pop a bit more, i'd darken the texture of the "background" of the engine, and maybe make a couple of the pipes or larger shapes brighter and shinier, just to get some more large-scale contrast there.
it's a shame the fan on the front seems so flat, I would probably have pulled some more of the mesh out there so it's got more volume.
Fantastic job man, it looks amazing! And congrats on finishing before the deadline as well . The only thing I could possibly suggest is that the beauty shot might benefit from some motion blur and a thruster flame, to put the bike in motion.
There is something that's bugging me though, but I'm not sure of it's cause. It might just be Marmoset. The renders are coming out really flat looking to me. Makes the whole bike look bland. Like there's not enough contrast in there. Part of it might be your spec map being really bright as well? Not too sure. Something just doesn't feel right about it.
What a great result, awesome work. My only suggestion is that the colours have bled right out of the model and makes it look too washed out when comparing between marmoset and your diffuse texture. Love the engine detail and there is some top notch texturing there. Nice job
I keep thinking that Marmoset is not the best option for a subject like this (not talking about you specifically). You miss out on reflections, which can do quite a lot. Maybe think about Unreal 3 or using my Shader if you use Max.
Nice design and textures though, one of the best so far.
^ agree, you need to push the spec slightly;
-esp on the metal which should have a greater range (from no spec for most of the grunge to full shine for the scratches exposed bits) and more saturation.
-while with the paint reduce the saturation and i would add the decal "88" back in maybe as a solid darker grey so that it looks like a sticker or something
-maybe pull the leather right down,old worn leather has very little spec,
its not much to do, but quick tweaks can really lift the materials
Agree with what a couple of others said about it looking washed out - looks like just slapping a quick Levels or Brightness/Contrast adjustment layer on the diffuse texture would sort it out. Just needs some more darks in it, I think.
When you import the normal map check its compression settings are set to UI.
lil late to the party.. adding to this (which you ended up figuring out.. but just explaining it a lil further)
that will only control MIP levels. When running on the PC the UI LODgroup will still mip down the texture, that is unless the INI settings are set to have a texture bias of 0 (xxxEngine.ini, [System Settings])
In the texture properties (double click texture), you can set the LODBias to -1 to get the texture to draw w/o any forced mipping.
Alternatively, check "defer compression" when importing. It will use the uncompressed image the engine imports and stores. When you save your package, this will compress the texture, just FYI
Should always choose "normal map" for compression when importing Normal Maps however, unless you want to go in and manually set the unpack min/max's! Everything else can be Default.
Replies
Tein Suspension: known for their green struts/springs etc. If you wanted to give the jdm tuner fanboys a treat, paint your hydraulic trim dampeners green. The green would look pretty slick on the orange. Just a suggestion being that would be the only product that Tein would produce for your Moto.
NX-Nitrous Express: commonly a white N20 bottle. Could be pretty neat to see one mounted up with some 'AN' style braided lines.
HRE- performance wheels: This is the future, so wheels are the past. This company in current times is responsible for being that overpriced signature high collar wheel company. Possibly in the future they make trim plates being that they are similar to wheels... sorta. Giving some love to those plates making them look a bit aftermarket or throwing a small decal on them could work, but then again it would probably just be a bit messy.
Motul and Redline: these guys both produce performance lubes, so they are enemys when it comes down to it in the racing world. Sure many people may not know that but you get goof balls like myself.
Hawk: they make performance brake pads so I dont know how well they cross over to the future... they might have move moved on and produce some type of air brakes?..hmmm
K&N: filters - Everything needs a filter especially a rad jetmoto. Easy sell.
Momo: - Fine Italian auto accessories, it works. Maybe your handgrips...
haha ok, honestly I think I just needed to get that out of my system. Deep breath, time to start jammin on my Saw! Keep it up bro!
to make the engine pop a bit more, i'd darken the texture of the "background" of the engine, and maybe make a couple of the pipes or larger shapes brighter and shinier, just to get some more large-scale contrast there.
it's a shame the fan on the front seems so flat, I would probably have pulled some more of the mesh out there so it's got more volume.
There is something that's bugging me though, but I'm not sure of it's cause. It might just be Marmoset. The renders are coming out really flat looking to me. Makes the whole bike look bland. Like there's not enough contrast in there. Part of it might be your spec map being really bright as well? Not too sure. Something just doesn't feel right about it.
Turned out nice
Nice design and textures though, one of the best so far.
-esp on the metal which should have a greater range (from no spec for most of the grunge to full shine for the scratches exposed bits) and more saturation.
-while with the paint reduce the saturation and i would add the decal "88" back in maybe as a solid darker grey so that it looks like a sticker or something
-maybe pull the leather right down,old worn leather has very little spec,
its not much to do, but quick tweaks can really lift the materials
Agree with what a couple of others said about it looking washed out - looks like just slapping a quick Levels or Brightness/Contrast adjustment layer on the diffuse texture would sort it out. Just needs some more darks in it, I think.
great stuff
lil late to the party.. adding to this (which you ended up figuring out.. but just explaining it a lil further)
that will only control MIP levels. When running on the PC the UI LODgroup will still mip down the texture, that is unless the INI settings are set to have a texture bias of 0 (xxxEngine.ini, [System Settings])
In the texture properties (double click texture), you can set the LODBias to -1 to get the texture to draw w/o any forced mipping.
Alternatively, check "defer compression" when importing. It will use the uncompressed image the engine imports and stores. When you save your package, this will compress the texture, just FYI
Should always choose "normal map" for compression when importing Normal Maps however, unless you want to go in and manually set the unpack min/max's! Everything else can be Default.