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RAH-66 Comanche [WIP]

polycounter lvl 6
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Damian Nachman polycounter lvl 6
Decided to pay a tribute to the sexiest heli of them all.
I am pretty much done with the High Poly, though I will probably sculpt in some wear & tear once I'll get the Low Poly done.
H2qRjuY.png

Any tips/suggestions?

Replies

  • Damian Nachman
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    Damian Nachman polycounter lvl 6
    Update!
    Finished the low poly, and started texturing.
    I Have taken the chance to learn some PBR witchcraft.
    I'm planning on placing the heli in a rainy and muddy scene, so I made it a lil' wet.

    Progress so far:
    U626Tcl.png
    YOSzCCH.png

    I feel kinda stuck, so any tip or suggestions would help alot!
  • DWalker
    Consider adding wear to the leading edge of the rotors; note that the wear is greatest near the tip, tapering off towards the root.
    helicopter-rotor-blades-22343607.jpg
    The orange rotor hub wasn't intended for production helicopters; it was part of the test a/c, which also featured an orange shaft for a pitot tube where the gun should be.
    RAH-66_Comanche.JPG
    Production craft would also feature insignia, probably including "United States Army" in black on the tail boom.
  • Damian Nachman
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    Damian Nachman polycounter lvl 6
    Thanks for the advice man!
    How's this:
    huNFzy9.png

    As for the text decals, I've been trying to shove them in, but since I am cramping the entire model into a single 2K texture, the quality of the text was rubbish.
    Any idea how to go about the logos?
    Perhaps a separate texture?
  • EmAr
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    EmAr polycounter lvl 18
    I think the asymmetrical tail is a cool characteristic of this helicopter's design:

    0001478.jpg

    us-RAH66-Comanche-12.jpg
  • Damian Nachman
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    Damian Nachman polycounter lvl 6
    Update:
    Made a small platform, and fiddled around in UE4.

    LKkFrFs.png
    PsTKQHL.jpg
    5z2uVVL.png
  • Shrike
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    Shrike interpolator
    hmm the renders really hurt, theres ot a single pic where its easy to se the detail and form of your mesh. Either the contrast between the object and background is really low (midtone to midtone) or its overblown light or sparely lit

    It looks like it lacks small scale detail, it has a feel of a toy right now
    Maybe some of the proportions are too blocky but I cant tell for sure
  • luge
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    luge polycounter lvl 4
    it feels really blocky and extremely washed out. also feels like your materials are off. the metal feels really dusty, and the glass looks like its frosted.

    I would also agree that your proportions seem blocky and off. your tail end looks too short.
  • Damian Nachman
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    Damian Nachman polycounter lvl 6
    Thanks for the great feedback guys!
    unfortunately, I Don't even know how to start fixing this piece.
    It seems I rushed into texturing, without making sure the model is up to par.
    I really don't feel like starting the whole project again, So I guess I'll move to another piece.

    Shrike:
    As you can see, I really struggle in the rendering area.
    Do you have any general tips for taking informative renders?
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