Thanks guys, okay here is some breakdown stuff. Keep in mind this thing is kinda old and so there are some things about the modeling/texturing I wouldn't have done today. Plus I only had a day or two to texture this thing, and the modeling was rushed but here goes!
Looks really cool. Nice shape to the vehicle and the texturing is spot on. I'm not really sure what the texture around the edge of the wheels is though. I see that it's actually sculpted geometry and I don't know what it is but it looks like stretched leather to me.
Hey man, thanks for posting that breakdown! Huge fan of your work, your texturing is up there with the 'masters' as far as I'm concerned, it's my personal bar of quality
Did you use a detail normal map for some of the micro-surface information on the vehicle, or sculpt it all in? What was your procedure like for that - it gives it a nice level of added depth. Whenever I try to use any micro normal information on hard surface it just makes it look mad lumpy and noisy haha
These look awesome very inspiring. What are your material break downs? are you over laying dirt and decals as transparencies? And are you rendering in Max? I watched a video of these vehicles in game very nice to see them moving.
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I am a huge fan of your work. The only critique I would say to you about your work is that it just too dam good! :P
Is there any chance we could have some wireframe's and if you have time a little break down?
Everytime I see work like this I just, why try, its too good for me!
Yeah for sure, i'll dig up the files and try to post some shots etc
Agree on this. I made a game prop today and was fairly happy till I saw this post.
Now I have to redo my prop
That will be fantastic, thank you :thumbup:
[Wire on lp mesh;]
[base color]
[AO+Directional + subtle cavity + custom shading/tweaking]
[Edge Wear pass]
[Dirt Pass]
[Final detail, adjustment, additional wear/dirt/etc and photo use]
Some other variants I mocked up quickly to try before arriving at the final;
[Breakdown animation:]
again if I were to do this today id do it quite a bit differently with better shading in realtime now
I can not thank you enough.
Any chance of some flats?
Did you use a detail normal map for some of the micro-surface information on the vehicle, or sculpt it all in? What was your procedure like for that - it gives it a nice level of added depth. Whenever I try to use any micro normal information on hard surface it just makes it look mad lumpy and noisy haha
Reed
Just mudbox