adding the back logo, could not find a clean version so had to mess with it in photoshop the back lights have little extra circles in each panel, hard to add it procedurally, so will do it in photoshop
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
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…
so yeah it did work ok, the one subd level gives slightly less chunky effect.using weighted average for the edges did nt work too well as each edge has a slightly different weight ie averaged out - have to do it by angle+ making the required lines as hard edged - you get a nice clean panel line that wayAlso I make a vertex…
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…
@sacboi so its a bit tricky at times, but in involved using weighted normals modifier in blender. Also you can use face normal strength, so where there is a bevel, get rid of the hard edges and set the bevel face strength to weak, the bigger faces to strong. I will dig out the tutorial on you tube, but its a pretty cool…