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#1 (permalink) |
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Senior Artist
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Radiopersonterrangbil 915
Okay so it's finished, my last work for 2007, just in the nick of time
![]() Supposed to be a real showoff portfolio piece (yeah, the website is coming sometime this spring) with nextgen specification specular and normal maps. 4050 tri's, 3 2048 textures for the body, 3 1024 textures for the wheel, 3 256 textures for the Volvo badge and 2 1024 textures for the windows. Also, for the renders i kept things real simple, it's supposed to look just like it could look ingame. The only difference with viewport shots is that they have a bit nicer lighting, antialiasing and drop shadows (and bloom done in Photoshop). Showoff renders i made as wallpaper: ![]() ![]() Bigger closeup renders: ![]() Viewport shots: ![]() Wires: ![]() |
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#2 (permalink) |
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Teenage Artist
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Looks pretty neat!
Although the Gas Canisters on the back look very strange, maybe this is just the lighting. The foot step on the wheel looks strange, again probably due to the shadows. But really nice work!
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> Portfolio > Support Constructive Criticism Error: The operation completed successfully. |
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#3 (permalink) |
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Game-Artist.net Staff
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I think your texture sizes are obscenely large for what they're applied to.
3 2048's for the body? Jeebus. 3 1024 textures for the wheel? Holy macaroni cheese. I think you could size your textures down by a quarter, easily. Your model shape isn't that complex that you'd need anything less sensible, tbh.
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#4 (permalink) |
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Freelancer
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Guessing he's meaning 3 2048x2048 (1 colour, 1 spec and one normal) for the body and so on glynnsmith
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BlackFoot Studios external 3D artist. |
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#5 (permalink) |
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Senior Artist
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I really like it! The shape is very cool, the texture is nice and the renders make a nice presentation out of it! Great Work!
The only thing that looks a bit odd to me are the edges above the front tires. They don't seem to match to the rest of your round shape. So my suggestion would be to spent a few extra edges and chamfer that part. ![]() |
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#7 (permalink) | |
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Senior Artist
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Quote:
![]() And yes windows are only diffuse and spec, a normalmap seemed unnecessary there Rascal: the front fenders are actually like that, here's some ref: http://www.kletterarbeiten.de/webcard/wcimage.jpg http://www.tp21.org/images/sugger_i_...espa/side1.jpg (this one could be a bit more round though, I agree) Myles: the jerrycans were actually a lighter tint of green on my main ref, so I did the same thing. The weird shadow on those rubber flap thingies is because Vray seems to have some probelsm when two planes with opposite normals are in the same place, backface culing would solve this ingame. |
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#8 (permalink) |
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Game-Artist.net Admin
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Lovely piece, great execution. I only have a few crits. The texture could use a bit more details here and there (where is the oil and mud?). Fortunately there's plenty of rust...
![]() Render looks neat , but i would definitly desaturate the blue light, and let it cast shadows. it will probably fix the odd blue lighting you have atm (best visible on the last image you posted).Overall definitly a portfolio piece. Nice job. Now show us the textures ![]()
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#9 (permalink) |
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Senior Artist
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Lovely work. The windows need stronger specularity though.
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Digital portfolio |
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