July 4, 2018 2:16pm
This thread is meant for people who partipated in the June vehicle modeling class by theluthier. You can post your work and get feedback from each other!
This is what I've been up to lately:
Any ideas so far?
baukepost Can we see the wireframe?
aarev My model won't upload to sketchfab, but you can view an older version of the file here: https://sketchfab.com/models/ffbfd09b249b4388866f51d61b113b5e
baukepost Great initiative ! I think this thread can potentially be an incredible shading database in the future :) Your hover bike looks great, I like your color choice too !
tbrbn Thanks, the colours are just stolen from the concept art :p.
baukepost Looks good so far, keep going!
jlampel Thanks! I hope I'll be able to finish it, since it crashes a lot :(. Apparently Painter doesn't like 1,1 million polys and complex shaders.
baukepost Holy cow, that's a lot! Can you paint with reduced levels of subsurf? With those sharp edges, I don't think stretching will be much of an issue.
jlampel You're probably right, what do you think would be a good polycount to strive for? Something like subsurf level one on all of those sharp machined objects and a little more on the sculpted seats? It would indeed be nice to texture with a little bit less subsurf and later apply it to the high-res model.
baukepost I don't think I can give a number by eyeballing it, but I wouldn't go higher than 2 levels of subsurf for any one piece if having the modifier significantly changes the edges, or any higher than 1 level if you're already beveling the edges before subdividing.
I reduced my polycount to 450k, let's hope this works!
WIP day 2-ish:
After a lot of optimization and starting over a few times I can finally work properly in Painter. Please don't hesitate to tell me what you think :).
baukepost Have you projected the Substance logo on to your model?
williamatics Nope, should I have?
baukepost No, it just looks like you did. You should project your own logo on to it.
baukepost looking good. have you seen this https://www.youtube.com/watch?v=Qk_YRkDsJrQ a very good tutorial of making good material.
are you going for high poly renders and not game asset?
louhikarme I'm just going for some renders, this polycount (currently at 430k while texturing) would be a bit high for games :). That's indeed a great tutorial, I used it while creating my metal material.
baukepost cool. yeah, for game that would propably be around 20k-30k depending on how close go in game.
WIP day 3
I wasn't satisfied with the green stripes and their color, so I played a little bit with the color scheme. I also made some tweaks to the model, so that also took a while to get back into Painter (even with the help of the Substance course here on CGC).
And a quick render test from earlier today:
baukepost AHHH YEAH!!! This is looking greaaaaat already. Thanks for starting this thread too!