actually might chuck my cars in 3dsmax or Maya to do the texture baking, blenders baking is not that great, though it is functionaland those procedurals bake down well
its a real pain to bake in blender as if you have any metallic on your shader, it either does not bake at all or comes out looking too dark so all the chrome has to be kind of diffuse
not sure really, just trying to keep them as low as possible. most of the polys are in the wheels, so I might have to bake most of the details, just keep the silhouette intact. not sure wheter to bake the bevels in , but I am sure there will be baking issues and a lot of hassle to make them look goodthe original scene was…
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…
the problem is though that will take a lot of extra time and the meshes are meant to be viewed from mid distance, so if I had the time and money and I would include interiors( even a basic one) and give them a lot more detail overall but I am bit pushed right now, so they will have to do as I just have to get something out…
"nice looking car/truck, will take a while to model the whole thing I guess?" Indeed! although shouldn't take as long as a Tiger tank I began modeling nearly a decade ago....LOLs and yeah imo does come to think of it have a certain workman-like design functionality. And since Australia is comparatively similar in size…
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…