Awesome work, man. I really like the colors you've used.
The only thing that keeps catching my eye are the blades at the front - they look like they could use a little more love.
Maybe add a slight curve to the blades themselves? Right now they look unfinished compared to the rest of the model. A tiny bit of extra geometry and some extra attention to the texture and it'll look fantastic.
I have to agree with chaosquack though, in this day and age I should not be able to clearly see the polygonal silhouette of the wheels... and the big gas tank on the back.
If this was intended for a current-gen racing game then you'd be able to put way more polys into those wheels and cylinders for sure. Any reason why you didn't?
I have to agree with chaosquack though, in this day and age I should not be able to clearly see the polygonal silhouette of the wheels... and the big gas tank on the back.
If this was intended for a current-gen racing game then you'd be able to put way more polys into those wheels and cylinders for sure. Any reason why you didn't?
Looking at it too much I guess, I spent two months of my free time on this almost, so yeah. Also I didn't really have a clearly set budget so some things might've gone a bit out of sync. It's easier in production when you're told a budget that you just need to stick to.
But I fixed it! Count's gone up with some 500, a bit more then if i'd have done it right from the beginning, but on a total of 20.000 it's not gonna make a big difference. I also improved the rear rim texture. I might change a few more small things, although changing blade geometry requires rebaking, so I'll see about that.
Also, since I get so much usefull crit and nice feedback here, I made a Polycountz version 8)
Well look at that, another piece of your work lands in my Awesome3DShit™ folder.
I'd put the dirt on the windshield on the other side, would make more sense that the driver wipes that side clean (maybe some wipe dirtmarks?), and I'd make the mufflers more dirty around the bottom too. And yea the forks could use some scratches with a nice spec, looks almost concrete.
For godsake look at the detail on that engine, brilliant work Laurens!
A bit more tweaking, I completely agreed with the comments on the spikes, they looked horrible seeing them afterwards. I changed them up, took off the concrete-like "dust" layer, boosted the scratches, changed the spec and reflection levels and added some roadkill stains on them. I also bent them slightly. Should be a whole lot better.
Brandoom: best suggestion in this thread so far, haha! It is done, looks rad I think. (too bad his teeth are just below the axle)
Hi X, it's really lookin' good only some small remarks.
-First of al how's that car turning?
-The rear wheel axis looks kinda strange. Springs seems so small and i don't know but the in the gap is looks kinda odd, less detailed. There should be something over there.
-Maybe you could add some wiring for the brakes.
-The spikes need some rework, atm the rod would look better without them...
-the connection between those bars that go from the windshield to the light looks weird/fragile at the lights end.
-May some other color for the, i suppose, fuel tank.
I didn't put the reflection mask textures on there as it's not that different from the spec, just a few values changed. Not a light asset, but as a main player vehicle it should be justifiable.
Carlo: a lot of the crispness in the normals is due to not using baked stuff, but instead using Xnormal's height2normal filter to generate pixel perfect normalmap parts. I'd never bake stuff like a tire tread, except maybe for big stubby offroad wheels.
Replies
The only thing that keeps catching my eye are the blades at the front - they look like they could use a little more love.
Maybe add a slight curve to the blades themselves? Right now they look unfinished compared to the rest of the model. A tiny bit of extra geometry and some extra attention to the texture and it'll look fantastic.
I have to agree with chaosquack though, in this day and age I should not be able to clearly see the polygonal silhouette of the wheels... and the big gas tank on the back.
If this was intended for a current-gen racing game then you'd be able to put way more polys into those wheels and cylinders for sure. Any reason why you didn't?
Looking at it too much I guess, I spent two months of my free time on this almost, so yeah. Also I didn't really have a clearly set budget so some things might've gone a bit out of sync. It's easier in production when you're told a budget that you just need to stick to.
But I fixed it! Count's gone up with some 500, a bit more then if i'd have done it right from the beginning, but on a total of 20.000 it's not gonna make a big difference. I also improved the rear rim texture. I might change a few more small things, although changing blade geometry requires rebaking, so I'll see about that.
Also, since I get so much usefull crit and nice feedback here, I made a Polycountz version 8)
I'd put the dirt on the windshield on the other side, would make more sense that the driver wipes that side clean (maybe some wipe dirtmarks?), and I'd make the mufflers more dirty around the bottom too. And yea the forks could use some scratches with a nice spec, looks almost concrete.
For godsake look at the detail on that engine, brilliant work Laurens!
Brandoom: best suggestion in this thread so far, haha! It is done, looks rad I think. (too bad his teeth are just below the axle)
Car looks great otherwise.
Cheers,
D
-First of al how's that car turning?
-The rear wheel axis looks kinda strange. Springs seems so small and i don't know but the in the gap is looks kinda odd, less detailed. There should be something over there.
-Maybe you could add some wiring for the brakes.
-The spikes need some rework, atm the rod would look better without them...
-the connection between those bars that go from the windshield to the light looks weird/fragile at the lights end.
-May some other color for the, i suppose, fuel tank.
Keep up the good work, Teacha
What texture size are using if you don't mind me asking? Textures are looking really nice and sharp especially that front grill part.
great work !
My textures are here:
http://www.laurenscorijn.com/wipdir/BrutalRod/tex/Bodytex.jpg
http://www.laurenscorijn.com/wipdir/BrutalRod/tex/Chassistex.jpg
http://www.laurenscorijn.com/wipdir/BrutalRod/tex/glasstex.jpg
http://www.laurenscorijn.com/wipdir/BrutalRod/tex/wheeltex.jpg
I didn't put the reflection mask textures on there as it's not that different from the spec, just a few values changed. Not a light asset, but as a main player vehicle it should be justifiable.
Carlo: a lot of the crispness in the normals is due to not using baked stuff, but instead using Xnormal's height2normal filter to generate pixel perfect normalmap parts. I'd never bake stuff like a tire tread, except maybe for big stubby offroad wheels.
http://cg.tutsplus.com/tutorials/3d-art/creating-a-next-gen-video-game-hot-rod-the-complete-workflow-day-1
Can't wait for the next tutorials, looks fantastic.