hello new here. Been lurking for quite a while and thought i finally post something. I mainly do zbrush characters, but thought I practice some hard surface to practice my texturing.
Could use some hard crits to push it to next level. Im kind stuck as to what to add.
tri count is about 13500
thx for looking
Replies
The texturing itself isn't bad, though it could do with some more different material definitions: it looks like everything is just a base color, with dirt and grime overlays. Some subtle base textures (like for the seats), and even some entirely different colors (underside won't be painted green, you know ) would help.You could also try and get some more unique decals on there: that stuff always helps sell a vehicle, and it looks like you only have the bare minimum. Different colors can help: now you only have white decals.
It's a bit hard to tell on your render, but I think you could add more small details in the normalmap: bolts, clamps, tiny ridges, etc...
And your presentation could do with some improving; it seems a tad blurry and undefined, I can hardly see the specular (maybe up the contrast and level of your specmap). Maybe see if you can't use a realtime presentation toollike a DirectX shader (don't know what app you use and if it supports this), or UDK. I always think specular comes out better and easier with a realtime viewer.
I'd like to see it on a base like battlefield mud and craters or something that would add a lot.