obviously some cars or planes are very organic looking so smoothness is a bit more importantThe BMW above was originally sub 1 which I collapsed and then started messing with, but I think my new meshes are a bit tidier
so I have a good system for the uv mapping, start off with smartuv project in Blender which gives me a reaonable layout for the main body just not sure if I should have all the materials on 1 texture layout or have chrome, paintwork etc each with a diffent uv set and texture? am guessing in Unity you would have a different…
@sacboi - just wondering when you do subd do you try and make the polys mainly square so you don't get too many flow lines which are kind of superfluous ?like here I have a lot of rectangles flowing from front to back, should i try and square them all up, so there is consistency in the mesh ?(I did this back in 2000, so…
Hey, no probs.It just dawned on me over the last few months that people were using these kind of techniques more and more. It's kind fo fun to be doing low poly modelling again, even had to do some edge turning :/ I started my first car in 2002 and because I could n't make it look good I gave up on it. I am starting to…
@iam717 They actualy look quite cool., thanks - not too over the top. was going to add some decals at some point, not just leave it boring green :)( actually I was ) I thnk the carbon fibre distracted me a little, so i could mess around making the uv's spot on
bit of context for the BMW. Its really hard to make a car shader that sits well in most environments. The main reason I started doing the cars was to fill up the environments i was making, but then the scene can look too busy if you don't handle it right
look forward to seeing the Tiger revamp,since you are a proper hard surface modeller :) the good thing with uv mapping the bevels is that blender does a reasonable job of it and IMHO Eevee does a great job with car/shiny shaders . There are plenty of procedural approaches for the camo pattern , using 'object 'rather than…