You've also got a bunch of loops that do very little, like those across the top of the hull In short, your polygon distribution is not very efficient. Also, you probably shouldn't be using as much floating/intersected geometry. The main hull with the air intakes on the front and just behind the rudders, all the way down to…
with a 512 map on the cart you should be able to get in a lot of detail. post up your texture too along with the UV layout. for the purposes of learning I'd do it methodically: 1. build a clean version of the cart - planks of wood, nails/screws etc. metal looks like metal, wood looks like wood. 2. apply "weather" dirt -…
I am by no means any good at texturing but here is my input. Try adding some smears onto the screen where someone may have touched it. Add something like a ring from a cup on top of the TV where someone maybe left a class or beer to long. make the item feel like it has a story, maybe it sat in a trailer for many years or…
I totally agree with you on the floor and that it makes the handle material less readable and just makes it one big mess. I see it now, so thank you. As to post effects - actually smears are integrated as a part of material in Keyshot and the only thing I added via photoshop were some dust particles in the air and some…
Looking pretty good. It's probably even good enough as is. The first daylight scene looks awesome. If I had to say what you could do to improve it, I'd say push matching the inspiration as much as possible. Really get that dirt, rust and general damage popping. One thing I noticed is that room in the original is so dirty…
Thumbnails work now, thaks for fixing it. And yeah, your site loads fairly slow. I host my stuff at Bluehost and think they're pretty good with speed and other features. As for randomness of weathering effects and dirt... What I meant there is that you should pay close attention to what factors influence the look of the…
every pixel in a texture represents coverage of a certain area. if you're at a texel density of 512px/m a single pixel covers approximately 2mm square. 2mm is significantly larger than a particle of dirt so you cannot represent each particle accurately. Because of this, each pixel must represent the average amount of dirt…
Decent for a first model. You should post wireframes, tri-count and map sizes though. You provided PLENTY of shaded angles to look at, but they don't appear lit. Use marmoset engine for this. Depending on where this model would be implemented, the polycount suggests it would be used for a mobile game. I'd say nowadays the…
Hey guys! I have a quick unreal engine 4 question for you. So I'm building my first environment and I can't seem to get the dirt on the windows to project shadows to the light on the floor. I've checked my static mesh to make sure I have proper light maps as well as increasing my light map resolution, but there hasn't been…
"a good model can look shit with bad texture and a bad model can look awesome with great texture" - Simon Fenton. those were one of the first words i heard in the industry. Right now your rust and dirt is everywhere on the car. Ditch the background and make the car your main piece, don't even consider te background right…