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Willys Jeep - WIP

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


jeeprender1.jpg?t=1271144403

jeeprender2.jpg?t=1271144464
jeeprender3.jpg?t=1271144557
willysjeeptextures.jpg?t=1271144703
willysjeepwires.jpg?t=1271144792

Replies

  • Xoliul
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    Xoliul polycounter lvl 14
    Hey man, looks good,pretty accurate as far as I can tell too. Looking at the wires i thought it seemed efficient, but then I read 13.5k tri's and started noticing smaller details: you seem to be spending way too many segments on tiny details, the side mirrors for example must be like 14-16 sides, with even some tiny microdetail modeled into them (the small height differences at the front). You can really cut down a lot; I'd expect a vehicle like this to be at least under 10k.

    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.
  • Flava-Fly
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    Flava-Fly polycounter lvl 9
    Xoliul has got you going with some great advice. First thing I noticed was a blurry texture on the cannister at the back. Its looking me right in the face in the second picture in your set: maybe you don't have enough texture space but its hard to tell because its the same colour as the vehicle. Apart from that good solid normal map, nice work!

    I'd like to see it on a base like battlefield mud and craters or something that would add a lot.
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