This is a good start, I would add some smaller grass in the flat textured area. You can also add some displacement maps to the walls and roof so that its not as flat and catches the lighting better.
yea trucks need to be flat on a regular street deck. camber is only in the middle and flattens out by the trucks. where the nose and tail start to rise there is a flat spot also going across the entire width of the deck.
Make sure you have hard edges on your UV seams around the knobs on the side of the gun. you want that flat surface to have a normal as flat as possible even bvefore generating the normal map.
the only thing that pops to my eye, is that it looks flat, the lines in the front view are so straight the model looks flat i think some curviness in there would do good, but the rest looks really good!
Your partially right somedoggy, I've converted it but then painted over with the flat color the areas that were supposed to be flat. BobtheGreatll, thats a good thought i might remake it with a better specular.
@FreneticPonies It does not yet have an albedo. I wanted to focus on the height and normals first. It indeed looks really flat at some places, not sure if that's the flat color or the normal map itself.
I'd model and bake the grating part completely flat then just apply the normals to a round low poly. You could also just model the whole thing flat then bend it into a cylinder.
Neat. So the process as described would also work with renders out of ZBrush, where you would paint flat colors for the ID's and render using the Flat material? That about right?
Still aliiiiiive..... and still another week to go without internet for me :/ For now I've left the hair until I have internet and more easily can ask people how and what to do when something doesn't work. However.. this weekend I decided to try to get as much of the retop done on her as possible. I am trying to aim for…