Vehicle Texturing/Shading with Blender

Collaborations

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!


  • Bauke Post(baukepost) replied

    This is what I've been up to lately: 

    Any ideas so far? 

  • Morten Fjellheim(arev) replied

    baukepost Can we see the wireframe?



  • Bauke Post(baukepost) replied

    aarev My model won't upload to sketchfab, but you can view an older version of the file here: https://sketchfab.com/models/ffbfd09b249b4388866f51d61b113b5e

  • Thibaut Bourbon(tbrbn) replied

    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 ! 

  • Bauke Post(baukepost) replied

    tbrbn Thanks, the colours are just stolen from the concept art :p.

  • Jonathan Lampel replied

    baukepost Looks good so far, keep going! 

  • Bauke Post(baukepost) replied

    @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.

  • Jonathan Lampel replied

    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. 

  • Bauke Post(baukepost) replied

    @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.

  • Jonathan Lampel replied

    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. 

  • Bauke Post(baukepost) replied

    I reduced my polycount to 450k, let's hope this works!

  • Bauke Post(baukepost) replied

    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 :).

  • William Miller(williamatics) replied

    baukepost Have you projected the Substance logo on to your model?

  • Bauke Post(baukepost) replied

    williamatics Nope, should I have?

  • William Miller(williamatics) replied

    baukepost No, it just looks like you did.  You should project your own logo on to it.

  • Kaj Suominen(louhikarme) replied

    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?

  • Bauke Post(baukepost) replied

    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.

  • Kaj Suominen(louhikarme) replied

    baukepost cool. yeah, for game that would propably be around 20k-30k depending on how close go in game.

  • Bauke Post(baukepost) replied

    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:

  • Kent Trammell replied

    baukepost AHHH YEAH!!! This is looking greaaaaat already. Thanks for starting this thread too!