Hey Everyone. I wanted to share a new high poly vehicle I have been modeling based on a concept by
Ben Mauro.
It's a work in progress and I still need to develop a few areas and add some more details. I also think I need to work on making some of the mechanical pieces look a little more functional and believable.
I intend to use ZBrush to add some imperfections once the high poly is done and then work on the low poly game mesh for baking and texturing.
As always all feedback is welcome. Modeling/rendering is done in 3ds Max 2012.
Concept Art by Ben Mauro
Replies
One thing sticks out to me on this, the edge of the tire tread extrusions seems a little hard compared to other hard edges on the model, especially the rear tire.
Can't wait to see what you do with it in zbrush. Keep it up!
I second the comment on the tire tread and I vote that you give him a little umbrella.
Here is a quick update on some more changes as well as a shot of the backside. I just need to finish up the control console and it should be ready for zbrush.
Tri count is at 18,201 and I'm using a 2048x for dif/nor/spe.
On a side note (not to be nit picky) but even though it's super nicely packed, be weary of how this would work in-game, more so how this will look when the diffuse / normals etc. will be mip-mapped... may result in some nasty bleeding. (More so production focused instead of portfolio focused though).
Again, just a nit-pick, and you most likely already know that, but hey, maybe it'll help someone in the future.
Can't wait to see this textured, loving your previous texture work as well.
JasonLavoie - Thanks for the info, I'll keep that in mind when laying out UV's. I'm usually pretty good about it, but got a little carried away trying to pack so much in.
POFFINGTON - I'm using xnormal for normal, height, ao and curvature maps
Here is a WIP on the textures. My biggest challenge has been trying to balance the wear and tear w/o it being too overpowered or feel too random.
Diffuse
Normal
Spec
More like trash fkn destroyer. Crush shit into dark matter.