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Bugatti Type 35 - Complete
show user profile  mrgrotey
Finally managed to finish this little beauty.

Here's the WIP thread if you want to look back at it's creation.
http://www.maxforums.org/thread.aspx?tid=537707


Enjoy and thanks for all the encouragement/crits along the way.

(by the way click on all the images for huge 1650x1250 versions [300kb-400kb each])



click for high res version

click for high res version



click for high res version

click for high res version



click for high res version

click for high res version



click for high res version

click for high res version



click for high res version

click for high res version





read 1343 times
2/1/2009 3:16:47 PM (last edit: 2/1/2009 3:17:34 PM)
show user profile  VKotek
thats kickass!
Vojtech Kotek

read 1330 times
2/1/2009 3:20:36 PM (last edit: 2/1/2009 3:20:36 PM)
show user profile  Garp
Wohh..! Beautiful work, Grotey. Splendid textures. :O




read 1325 times
2/1/2009 3:22:01 PM (last edit: 2/1/2009 3:22:01 PM)
show user profile  Dave
Howcome that zig-zaggy wire thing doesn't appear on the wireframe renders, eh? eh? eh!?

Lovely work mind, not scanned it enough to spot a fault but if I do i'll let you know about it!

Texture map plz?

Edit
Ah my eyes deceived me! Alpha plane. ur teh clevur.

"I flew over Egypt once"

read 1319 times
2/1/2009 3:28:18 PM (last edit: 2/1/2009 3:32:55 PM)
show user profile  Loud
She's a beaut Clark.


read 1312 times
2/1/2009 3:34:10 PM (last edit: 2/1/2009 3:34:10 PM)
show user profile  mrgrotey
Thanks lads ;)

here are the diffuse sheets

bearing in mind im using a reflection map for the chrime parts i.e. wheel and fuel cap, and the paint work too, plus I didnt want to grunge it up too much

The car uses diffuse, spec, normal, reflection and opacity maps

Interior
Photobucket

Exterior
Photobucket

Wheels
Photobucket

Wire

Reflection map
Photobucket




read 1300 times
2/1/2009 3:54:09 PM (last edit: 2/1/2009 3:54:09 PM)
show user profile  Stephen R.
truly a work of art grotes, congratulations man.





read 1288 times
2/1/2009 4:05:26 PM (last edit: 2/1/2009 4:05:26 PM)
show user profile  Garp
Thanks for those! I'm learning a lot from your uvs.
What were their original sizes? Surely more than 1k?

Oh and the reflection map is pinching in the last render. Like it's set to spherical instead of cylindrical (or the other way).




read 1287 times
2/1/2009 4:07:02 PM (last edit: 2/1/2009 4:07:02 PM)
show user profile  horizon
Wow, very nice job, both model and the texture.
I'm recently doing a lot low poly work (didn't do any for a long time, but joined a game dev here in cro recently), but I guess my idea of low poly is a bit outdated :P
Even with the poly limit set I tend to cut off a few too many polies. Am I getting old? Meh.

So 15k is considered low poly too? I assume this would be for a game closer to NFS and not GTA, so higher budget would be allowed.

Also, I thought I'm getting a hang of unwrapping, but I can see it can be done with a lot less wasted space then I get in my unwraps.
How much of these textures are from scratch? I'm guessing leather and the patternet metals are the only photos used?

PS: last render reminds me of bolts car, I wonder why :D


read 1286 times
2/1/2009 4:08:31 PM (last edit: 2/1/2009 4:09:02 PM)
show user profile  mrgrotey
thanks lads :)

Garp: those are the original texture sizes, no resizing has been done.
and yeah i know about the pinching, sue me :)

horizon: yeah the only photo textures are the metal circles, the leather seat and any wood. cheers dude




read 1264 times
2/1/2009 4:31:47 PM (last edit: 2/1/2009 4:31:47 PM)
show user profile  Sir_Manfred
Not bad, dude.
But in my opinion, the textures could be improved some more.
More dirt, details and scratches. Some metal surfaces look rather plain, the dirt doesn't look enough like dirt.
And i see also that some of the reflective surfaces have the reflection baked into the diffusemap? Why not use a reflectionmap for those areas?
And the dashboard. To avoid having the instruments get polygon-edges showing, i would've just had them "pop out" from the dashboard in one mesh. That way, the roundness of the instruments could be baked with a normalmap. And voila. No more polygon-edges. Not sure if i explain properly, but hopefully you get what i mean.
The leather looks like it has too much contrast making it look way to harsh and not so comfortable to sit on.
Did you make a lightingmap/ambient occlution map? You should try it. It usually helps bringing more depth to normalmapped details and such.

Keep it up!



Visit my Portfolio
http://www.Freds3D.com

read 1255 times
2/1/2009 4:50:07 PM (last edit: 2/1/2009 4:50:07 PM)
show user profile  npcph
nice work. great detail and mapping.

read 1233 times
2/1/2009 9:21:17 PM (last edit: 2/1/2009 9:21:17 PM)
show user profile  Redturtle
well done, beautiful efficient mesh.

read 1221 times
2/1/2009 10:11:48 PM (last edit: 2/1/2009 10:11:48 PM)
show user profile  Error404
nice :-) A shame it's not got more detail in the mesh though! You should do a high res version if you have time :-)

www.DanielBuck.net - www.DNSFail.com

read 1216 times
2/1/2009 10:59:44 PM (last edit: 2/1/2009 10:59:44 PM)
show user profile  Setherial
really nice work grotey!!
read 1193 times
2/2/2009 1:14:18 AM (last edit: 2/2/2009 1:14:18 AM)
 
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