Hello everyone. This is my first post here on polycount.
I'd like to hear what you guys think. I'm always looking to get better.
9685 triangles
3x textures 2048x2048, diffuse, specular, normal
Soft: 3ds max, Photoshop, Toolbag, Crazybump
Thanks!
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Replies
Here some refs (much more in google):
Then 1-2 things came to my eye on a closer look.
That sand/dirt stripe on the front bar looks really artificially straight. From what I gather from your references It could be either fine stone/sand or a raw gravel, either way it shouldn't be so straight and transparent - I don't know, it looks a bit rushed to me
Same goes for the side bars holding the roller and the rear bumper. The edgework is rather lastminute looking and not as well executed as most of the other parts of the texture. I think overall it's like you are at 90% and could invest some more time in these smaller things. Maybe even a slight and tiny normal mapping effect on these bigger scratches on the mentioned areas ?
But overall that's hardcore nitpicking. From a normal distant view it looks absolutely fabulous, nobody will ever get that close.
Polygons create these super sharp, 90 degree angle edges, and when light rolls across them it treats it as such. In real life there is always a little rounding on edges (unless your making razor blades or broken glass). In your texture you can fake this either with some carefully baked normals, OR just straight painting some light wear on the edges. It will help make things FAR less CG and a more believable end result.
In most of the reference the grooves in the tires are darker than the dirt-covered tread. I think you should replicate this in your texture, it would make the tread pop out, give it more volume, because right now it looks flat.
But in the end, it's very well done. Honestly the thing that bothers the me most about it is that it's just a construction machine. It's not the most interesting object in the first place, it doesn't have much personality...