note sure about the additional stuff, but tbh some stuff is just done because people think they look cool I guess . Not sure If I could go that far in terms of modelling so much detail, I am more about the illustrative look re any kind of demo - well I am still at the substance painter stage, the cars are rigged, but not…
all of the squares should be pretty much the same size , but for example If I wanted more details on the hood, i could increase the size of the hood uv island within the uv layout, but generally with cars and such i keep the size of the uv islands equal, so the texel density is even over the model
been messing with normal map baking in blender and kept gettig weird self intersections, but then relaised that without a cage, the Extrude distance is very important. works fine now. Should have added the bolt to the wheet nut, but could maybe add that in photoshopThe bus signs were redone in Krea AI, very handy tool…
decidedf to make my own thread for a change - based on a Yaris, going more for nice shapes rather than total techincal accuracy I seem to have moved away form doing characters these days, kind of lost interest with the process overall. aiming for around 30,000 tris for each model , though some of the previous models go up…
"....model will be around 60,000 tris, but will have no undercarriage" It's mesh is basically a rectangle so a low tri count including interiors would imo be expected, although just a slight nitpick thought for future reference. On your ChevelIe for example, I do think that spending a few more polys especially around the…
Good stuff :thumbs up: Does have imo a graphic toon aesthetic. EDIT:"...since you are a proper hard surface modeller " Nah! as perna might've mentioned for those of us who rely on throwing more geo at an issue, just a bunch of knuckle dragging subd heathens : p
"I think its time to export one of these to Unity" Your Dad's Cortina looks massive, my older cousin had one back in the 70s when they were all the rage...could pull the birds no probs : ) Interested in the texturing workflow you'll implement for one of the models, if either PBR substances - blender or unity etc, once…
It's just a shame that there is no edit poly modifier in blender as you could do the panelling on the subd without collapsing the modifier stack.these cars are all mainly for mid distance viewing, so not going for the high fidelity style this time, but I am going to do a proper sub d car at some point, once I figure out…