hey dudes.. started something new this weekend.. modeling a Ford Model T hotrod.. just getting started really.. the wheel was a little bitch.. does anybody have some better suggestions of reference on how the wheel is attached to the car itself?.. I've been trying to dig around on google and any hotrod website I could find... so now I have to ask around.. any help and critique on this is appreciated.. peace
Miles
the ref
and my model
Replies
well that makes sense if your goal is to help others, but as a portfolio piece i'd say it was unnecessary - but then again I don't yet have a fulltime job so who am i to say lol.
Yeah, simple as that, thank god you didn't put the wheels in the same map as the rest of the car. :v
A Glossiness map is supported to control the sharpness of specular highlights. This map should be in grayscale format.
Using Glossiness Level (which doubles as global gloss control if no map is used) and Gloss Offset, you have precise control over how the black to white range of the glossmap is used by the shader.
In the example, a noisy glossmap combined with a Level of 75 and Offset of 52, is used to fake metallic paint flakes.
This plus a orange/yellowish color on the specular and I think you're set. If you're really tired of it at least make a reflexion map so the fresnel doesn't hit everything so uniformly.
I'm actually using 3point light shader at the moment, and yea I was trying to get the real-time reflection to work.. have a cube map for it and everything, and I would REALLY like to get that to work... any suggestions?.. I'll probably have to see if they have documentation about it in their website.. but if you know anything, let me know... cheers