Saturday, August 8, 2009

Car mostly textured

I spent the better part of the last 5 hrs working on the texture of the car. I know it's coming along slowly but I can tell that I am getting faster at it. Faster being a relative term...

The car didn't look right being over 30 years old so I dirtied it up quite a bit. Adding rust along the bottom edges, rain streaks from the plastic trim, oxidized paint, etc.

I feel good about the project, I feel like there is finally time to devote to it rather than working on it an hour here and there. Good times indeed.












3 comments:

  1. The car looks like its coming along well. Its heading in a good direction, and I think that its on its way.

    A few comments:

    1. If you want the car to look older, desaturate that green. Paint tends to lose its color over time, especially if its a bad paint job.

    2. Push the 'oldness' factor of it. Right now its too subtle, you can barely see any of the rust. Look at this photo:

    http://tiny.cc/mj9gf

    Color the panels differently, maybe one panel is slightly more saturated/shiny/rusted more than another.

    3. Give the whole grill its own set of UV's, don't mirror it. Right now its got an ugly smile.

    4. Give more UV's to the windows. Dirty those up, and lose the light blue color. Give it a darker tint, dirty up the edges, give it some water and dirt streaks. IMHO, i'd do a really simple low-res interior, and make the windows slightly translucent so you can see it. Adds a little bit more realism than opaque windows.

    5. Too much UV space for the underside of the car. You're never going to see it

    6. Too much UV space for the tire tread. Get a good tiling texture to wrap around it. Let the lighting of the scene handle the highlights.

    7. Bake some ambient occlusion into your diffuse map. It will make the car look much better and help push/define edges.

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  2. I will get to work right away on all of this.

    I do have a couple of questions though.

    You say to use a tiling texture for the tires. Do you want me to have the car and the wheels as separate objects or just a multi sub object?

    Also about #7. I do have an ambient occlusion map on it. Should I push it more? Darken it up or just make it larger?

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  3. You can still keep the tire texture on your texture sheet. Just map that tread texture to a part of the tire tread polys, then copy those polys around to complete the circle for the tread.

    For example, if you had a 10 sided cylinder for the tire, you'd planar map that texture on 2 sides, delete the other 8, then copy the first 2 around 4 more around times to complete the tire.

    And the AO that was baked out isn't very pronounced, so maybe you should try to darken it a bit more. Experiment a little, you may have to increase it as well

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