|
|
||||||||||||||
|
||||||||||||||
|
|
=172; =90; ?> | ||||||
| Register | FAQ | Forum Rules | Members List | Calendar | Mark Forums Read |
![]() |
|
|
LinkBack | Thread Tools | Display Modes |
|
|
#1 (permalink) |
|
New Member
![]() 3
- 0
|
Dune Buggy
Hi All,
This is my newest edition to my portfolio, low poly model; 2114 faces. Textures created in photoshop, used specular maps, bump maps and diffuse maps. Aim of this model was mainly to demonstrate my texturing skills which are all the time improving. (as before i was told they needed improving). Currently working on a warehouse scene, once I have enough good pieces in my portfolio hopefully i will have better luck in breaking into the industry! Any comments welcome, just try not to be too savage haha! Thanks |
|
|
|
|
|
#2 (permalink) |
|
Senior Member
|
Model looks good considering the polycount.
However, you could spend some more time on the texture. As it is now you have a good base texture, and thats all. Wouldn't hurt at all to push it some more and add details, dirt, scratches, etc. Also if these pictures are going to go into your portfolio I'd recommend taking screen grabs as opposed to renders. First off your renders are quite dark, at least the model is...which should be the best lit part of the image. It is really hard to make much out because of the white background and the dark model. I'd recommend putting the model up against a dark background instead of the white bg. If you really want the ambient occlusion under the model you can always just unwrap a plane and bake an ao map for it, then put that under your model. Then you can take a screen and it will add alot more to the image. Lastly the image sizes are a bit to small. Make them bigger so we can see the model/texture better ![]()
__________________
Portfolio |
|
|
|
| The Following User Says Thank You to retardedmonkey For This Useful Post: |
|
|
#3 (permalink) |
|
Senior Member
![]() 448
- 186
|
Any chance you can post some wires and flats so that we can give more accurate crits ?
As far as the model goes, it looks quite basic, as if you skimped on all the details. The seating area stands out to me. Why is there no passenger seat? Looks more like a bucket seat too. The front is very flat and square. You could round that out a bit and the bonnet. In terms of texturing, as rm said, you've got a good base there, just need to develop it further. Theres rust all over the buggy but no signs of dirt/ wear ?? The ' dirt ' on the tyres looks more like rust. You have a good base here, but if you want to impress people with your portfolio your going to have to develop this further, by taking more time to add the details that will make it stand out. |
|
|
|
|
|
#4 (permalink) |
|
Frequenter
![]() 76
- 16
|
good poly count considering you have a good bit of detail in like the frame, seat and turret.
Something about the design the length of the vehicle and height the body is from the ground doesn't look right though. I'm know expert on cars but if it's a dune buggy should it not hav a higher suspension feel free to correct if i'm wrong as i AM NOT an expert. Nice work though, good clean mesh neat, texture could use dirtying up i think but all in all good work.
__________________
My music profile http://myspace.com/Briamondartist our current pc title in development http://archangel-studio.blogspot.com/ and our discussion forum http://rabbit-team.gamedev.gr/ |
|
|
|
|
|
#5 (permalink) |
|
Mod Leader
![]() 25
- 5
|
Yes the car is a bit too low and doesnt make use of any CV axles or large coil springs to raise it up to provide good ground clearance. One would especially need those when jumping dunes etc. This car would definitely bottom out for sure and be extremely painful for the driver on landing. hehe. I think the rust on the body is nearly perfect and nicely done. Rims are nice, tires don't impress and I agree the overall body texture needs something more. It does take time to develope good dirt and scratch and even camo skills. I've been doing skins for years and I'm very close to the point of being completely satisfied with my work.. LOL
|
|
|
|
|
|
#6 (permalink) |
|
New Member
![]() 6
- 0
|
Nice work overall considering the poly count!
The body seems a little too long and wide. And RetardedMonkey is correct about the textures. Get in there and really scratch this thing up! Scuffs and things like that along the edges would help it out. Also, add some mud or darker material under the buggy. You have some dirt on the wheels, but not really on the body. A base would also help this out a good bit. Maybe build a small patch of road or something like that to place it in its natural environment. Large images would be great as well as some UV/ Texture pages so we can see your work. Keep at it and make sure to post the critique adjustments! ![]() |
|
|
|
|
|
#7 (permalink) |
|
New Member
![]() 3
- 0
|
Thanks for the comments! Always good to see things from a different perspective.
The ride height is reasonably accurate as I have been referencing a picture, however the length may be too long which would make it seem to low. As for no passenger seat, i didnt feel the need to have one and they are supposed to be bucket seats. I am not so much concerned with the modelling itself, more so the texturing. So the changes i made are: added dirt to the model and a few bullet holes, raised the back slightly, managed to drop the poly count to 1814 faces now (had some pointless vertices in the wheels), Also changed the size of the render (the first ones were done with brazil rio, but as i only have the demo version i couldnt make bigger renders) however i managed to recreate something similar and a bigger size so hopefully its clearer. Cheers |
|
|
|
|
|
#8 (permalink) |
|
New Member
![]() 6
- 0
|
Much better! I like the mud everywhere. And thanks for the larger images! The mud is cool, but it needs more depth. Maybe some kind of shadows on there to make it look 3d...if not a normal map or a spec map. What would also be cool is to have dried mud from a previous ride, as well as new wet looking mud on there.
I would also go in and add some edge wear. Along the bottom sides that would get hit by rocks, and other debris. On the metal roll cage, scuff that up some. Dont forget about the gun up top, as that is a cool piece! Your getting better! Keep up the good work! |
|
|
|
|
|
#9 (permalink) |
|
Industry Artist
|
The mud looks too pasted on.
Make sure you utilize photoshop's potential to make it look more realistic. The rest of the texture still looks very bland (even though it should look camouflaged all over) and could use some edge detail. The metal appears to be very mat and could use some more shine to give it a more metallic look. Will this model get a spec map as well? |
|
|
|
![]() |
| Bookmarks | |||
Digg
|
del.icio.us
|
StumbleUpon
|
Google
|
| Thread Tools | |
| Display Modes | |