This is the first piece I have done and had approved at my first job, it has all be signed off on so I can finally show it.
Anyways the specs were 15k tris or lower, 2 diffuse maps, 1 alpha map and 1 specular map. Hatches and doors all open and have somewhat of an interior just to help with the animators animations.
I'm looking for some critique on the texture work and poly flow on the wires, I can't go back to this model and change it but I'm going to be doing many more like it so any advice would help.
Pretty nice textures, just a couple of questions/comments on it. First thing I noticed were the repeating tires. For the clean model, that works just fine, but on the mud, it's very obvious that they repeat. I would suggest making the overall texture on them more homogeneous to so the eye isn't drawn to the repeating pattern. The only other thing that really stuck out to me were the normal angles on the tires where the tread meets the outside. In your renders here they look really blocky instead of more rounded, and sadly it detracts from the rest of the model.
The questions I have for you, and please forgive them if they are naive, I've yet to attain a 3D job, and I don't know how your pipeline works.
First one is I can't tell if you've used an ambient occlusion pass or not, it's hard to tell with these renders. Also, I get that you used 2 diffuse and that the alpha carries over, but the single specular map does confuse me. If you've only got one map between the two, one of the models is going to have specularity that doesn't match, or are you using 2 diffuse maps for each iteration?
Overall, it's a nice solid model, it looks like you're spending polys in all the right places. The gun barrel might be a bit dense, but that's more a personal preference. You're selling the lights really well and the smaller details bring that extra polish that's always nice to see. Good work.
woohoo, we had a bunch of those in the Canadian army, so I had to check it out as soon as I saw the post, kind of nostalgic
Good work man, I think the tires are a little sharp on the corners, also the top (the area between the lights) is actually supposed to be very rough compared with the rest of the surfacein this AVGP , you could show that with a bump andspec map... Also think about adding some grease stains on the vehicle in places, I remmember they used to have them from people cleaning the guns. The tail lights are too saturated, and the area behind the wheels (suspension) is almost always dirty. In your dirty version its clean for some reason but its actually the dirtiest area.
Also as a suggestion, why not put some cam-nets in those baskets, they never go out without them
Overall good job man, Ill be keeping an eye on this thread.
You are completely right about the muddy tire texture and the specular, the specular was made for a clean version and is shared with the dirty version, this happened because the people that wanted the clean version just requested a dirty diffuse after the clean had already been implemented by them. Everything you said is right it's just a matter of time and how the pipeline works.
I wish the tires had been rounder because I see that blockyness and I see where the seem is, I just cut ALOT of corners in order to meet the 15k tri limit.
Damn!!! I forgot about the footgrip material on the top, and I think the reason I don't have nets is beacuse the Coyotes we have here aren't completely outfitted?
I can't go back to this project now because I'm on a new one but I will remember the crits on the suspension, lights and footgrip for my current project.
Looks great, I would just say that (and I don't know of your project would allow this) to add some personality to it. To me it looks like a new LAV fresh out of the factory that is being taken for a test drive. Maybe add unit designations or a crumpled fender. Mayve some soldier's rucksacks attached to the outside or fuel or water cans?
Also, much taller antennaes, the ones that are like ten feet tall.
Again, it looks fantastic. I would spare a few polys to make the tires look rounder.
Replies
The questions I have for you, and please forgive them if they are naive, I've yet to attain a 3D job, and I don't know how your pipeline works.
First one is I can't tell if you've used an ambient occlusion pass or not, it's hard to tell with these renders. Also, I get that you used 2 diffuse and that the alpha carries over, but the single specular map does confuse me. If you've only got one map between the two, one of the models is going to have specularity that doesn't match, or are you using 2 diffuse maps for each iteration?
Overall, it's a nice solid model, it looks like you're spending polys in all the right places. The gun barrel might be a bit dense, but that's more a personal preference. You're selling the lights really well and the smaller details bring that extra polish that's always nice to see. Good work.
Good work man, I think the tires are a little sharp on the corners, also the top (the area between the lights) is actually supposed to be very rough compared with the rest of the surfacein this AVGP , you could show that with a bump andspec map... Also think about adding some grease stains on the vehicle in places, I remmember they used to have them from people cleaning the guns. The tail lights are too saturated, and the area behind the wheels (suspension) is almost always dirty. In your dirty version its clean for some reason but its actually the dirtiest area.
Also as a suggestion, why not put some cam-nets in those baskets, they never go out without them
Overall good job man, Ill be keeping an eye on this thread.
You are completely right about the muddy tire texture and the specular, the specular was made for a clean version and is shared with the dirty version, this happened because the people that wanted the clean version just requested a dirty diffuse after the clean had already been implemented by them. Everything you said is right it's just a matter of time and how the pipeline works.
I wish the tires had been rounder because I see that blockyness and I see where the seem is, I just cut ALOT of corners in order to meet the 15k tri limit.
Thanks!
@3DVlad
Damn!!! I forgot about the footgrip material on the top, and I think the reason I don't have nets is beacuse the Coyotes we have here aren't completely outfitted?
I can't go back to this project now because I'm on a new one but I will remember the crits on the suspension, lights and footgrip for my current project.
Thanks!
Also, much taller antennaes, the ones that are like ten feet tall.
Again, it looks fantastic. I would spare a few polys to make the tires look rounder.