Frozan wrote: »
lookin dope! be careful to not put too much edge work in the texture. let your normals do the work. looks awesome thus far though.
one more thing that stands out to me is that the low poly shouldn't feel low poly in the edges where it transitions to another plane? i don't know if that makes sense but basically on the larger shapes of the mesh i think it could really help to bevel the transitions. this of course is for the High Poly to be baked down.
overall though this is looking awesome and im just being picky. keep it up!
snake85027 wrote: »
what did you use to bake your nrm map in?
Slave_zero wrote: »
Hey there. An awesome piece you did so far. A few crits from me:
for your base texture I think you are giving it a bit too much occlusion. I think toning it down will help to see the details and forms that are located in the tighter areas of the model. So Maybe tone down the occlusion or brighten your basecolor.
Another thing I really like to do is to color the occlusion with a gradient map. Because the AO map thends to wash out the colors and some times causes too much ugly desaturation. But thats personal taste.
Second point: I think you should have spend more love to the rear hatch. I can spot som nice detaisl in the concept. And they would be really worth to be included in your model. Especially as the rearhatch is an area where a player can get pretty close the to vehicle. Maybe you find the time to adress this. Shouldn't be too hard to add those detaisl as floating geometry and just rebake your base-maps.
Anyway you've done a very good job so far. Keep it on!
I just took a closer look in your lowpoly. I would estimate it has a polycount of 40.000 tris. Would be interesting if you gave some numbers. While the tri count is acceptable I think you are wasting a lot polygons on areas where you don't need them. I've marked some of those areas in the screenshot:
A) Those cylinders have way too much edges loops. Some of those don't even support the silhouette but the cylinders are also only half the size of the large cylinder in the center of the wheel but they are using the same degree of subdevision. I think to model thos screw-holes is a big waste of polys. Let the normalmap do the work for you. You could keep the screwholes on the main cylinder, but only barely. If the holes were a significantly bigger there would be no question to have the on the large cylinder. The screwholes on the smaller cylinders are pointless.
C) The handle also has much more polys than needed. It shouldn't be more subdevided than the handle on the top of the vehicle.
D and E) While you spend too much polygons on the cylinders inside wheels and underneath the vehicle for the suspension-system (didn't include this in the picture) you didn't bother to merge the rear hatch and the air-exhaust-thing with the body of the vehicle. Although this would have been possible with only adding a few polys. Combining those parts with the body will improve the transitions between them and the body (smooth edges) and will make your baking easier (less parts to explode etc.)
There are many other areas where your mesh-density is inconsistent and things can be optimized.
I hope the last update didn't came too harsh. I still think you did a good job. And at first glance the model looks great. But especially when you present this in your portfolio maybe with a 3D mesh-preview the issues I've mentioned above will be spotted and might not be judged in your favor.
Slave_zero wrote: »
I'm happy that you keep at it. Nice work so far. Here is some feedback if you don't mind:
- as you said you'll care about the mesh optimization later on. (which I wouldn't suggest because it will likely cause some additional rework in your textures later on) Concerning your polycount of about 135000. It is HUGE. When you optimize your mesh you should ask yourself what polycount you are roughly aiming for. I would say if you are going for 50 k. It would be possible to have the pattern of the tires modeled. I'm just mention this because I was playing GTA V lately and there are quite a few vehicles there that have theier tire patterns modeled with geometry. So I think it could be a nice addition to your mesh because you can show many details in places where a player will notice it.
It is obvious that your are trying to fit the style and color-choice of the concept. But there are a few things that keep you from achieving the same quality.
First thing I notice is the lighting: The light in the concept is a very bright daylight situation. The main lightsource is nearly on top of the vehicle. The shadows in the concept are toned down, as if there is a significant ambient light that is brightening the whole scene.
Your actual renderings show a strong main light-source with strong shadows. I think your current lighting doesn't work well to visualize the details of your model in the same clean way like the concept does.
If you want to make sure you achieve the same look like in the concept I would suggest you first try to replicate the light situation in the concept.
For marmoset I would suggest to use a skylight preset with only ambient light, e.g.: riverside ambience, overcast ambience. Tone down the skybox brightness to maybe 0.1 - 0.3. Now use a spot light on top of your asset to mimic the sunlight and the shadows.
From this light-situation you should continue to refine your textures. Your diffusemap should probably be rather bright with darker details where panels and smaller details are located. The overall AO effect should be adjusted to fit into your lighting (toned down from what I see now).
You can also try to do an AO-bake from your lowpoly. This will ensure that your have one AO map where all the smaller surface details like bolts, panels and stuff are present and one AO map were you only have the occlusion caused by larger shapes. Both maps can be controlled independent. Of course this only makes sense if the first AO with the surface details is not effected by AO from your overall shapes. You could use Knald for creating an AO map that only includes your surface information and also to create the second AO map from the lowpoly. You could do same with xNormal but it will take longer to setup and render two different ao bakes.
Once you have this bright clean lighting situation and your base-textures like depicted in the concept your dirt, rust, and grime details can be seen better even if used subtly.
I hope this helps. Keep on!