Hey, i´ve been a long time lurker in these forums and am continously amazed at the talent posting here. In order to fill my portfolio i decided to build a P51-D WW2 Plane. All of the details including the bolts and the surface panels were modeled. Click here for high resolution Wire: Sheets: Click here for Higher Res…
excellent work. from what i can see the detailing and accuracy is pretty strong. for a minor crit, i don't think you've quite got the quality of the specular up to snuff with the finish quality of the rest of the piece; it's got a glossy, glassy sort of sheen to it like it's been covered in car paint, over and on top of…
I did some new renders. I´ve changed and adjusted the specmaps and the reflectivity so that the painted parts arent as bright and reflective and that that the damaged parts have less spec. According to my refpics, the painted parts still have some spec/ref left so i didn´t tone it down entirely. I´m going to try to add…
TBH hessi he's posted it here asking for feedback, it's perfectly valid for people to talk about that stuff, and it's also true... don't get your panties in a bunch, it's not important It looks nice. Other people have already said what I would about the specifications for polygon count etc.
Hi. Very good model. I see some troubles in Normal map. Light directions are differ in in green channel for different patches: And there's no padding on borders - mips will blend to black color on seams. So it will be buggy in game engine. sorry for poor english. =)
@Saidin311: Comes down to a uv layout that is as distortion free as possible and a clean bake of the highpoly mesh. As already stated, every plate and all of the rivets were modeled. I´m going to post some screens of the highres when i do the new renders.
Awesome plane, I love the detailing. Forgive me for asking a bit of a noob question. But how do you get such clean lines in your normal? Particularly the plates and the rivets.
@gauss: thanks for that, i´m going to try to fix the specmap and the reflection in order to tweak it. Concerning texture resolution: I wanted all detail of the highpoly to show up in the normal map so i chose 2048. Would be no problem though to scale it down... I´m going to do some more renders and post the flats after…
heh.. yea its alright everything can use 2048's these days. also polygons doesnt matter in next gen nice work tho! can't you show some different angles and a few detail shots?