Hello all,
Wanted to share my latest work.
This is Battle Trak from old game Rock'n'Roll Racing.
More images at my artstation: https://www.artstation.com/artwork/A9WBbN
Thank you!
Battle Trak
Re: Battle Trak
Very Nice.
I Like the textures. Especially the one on the drivers window.
Which Renderer did you use?
I Like the textures. Especially the one on the drivers window.
Which Renderer did you use?
Re: Battle Trak
Thanks!
Rendered in Marmoset Toolbag
Rendered in Marmoset Toolbag
- Daniel Brassard
- Posts: 878
- Joined: 18 Mar 2010, 23:38
- Location: St. Thomas, Ontario
- Contact:
Re: Battle Trak
Hi Grubber,
Good job on the hard surface modeling. A couple of point to consider:
a. Consider adding a displacement map to the track treads to make them more believable, especially seen from the edges.
b. Consider changing the glass shader to add more reflectivity as follows:
* Refraction the index of refraction (IOR) of the glass should be around 1.52
* Reflection Leave the glossiness value at 1.0 and change reflectivity to a value somewhere between 0.8 and 1. A little bit of subjectivity is OK here depending on the look you want.
* Drop your specular highlight to zero if possible
* You should see weaker highlights where the glass faces the camera and stronger highlights toward the edges where the glass curves away. This is called the Fresnel effect. Fresnel is the percentage of light that a surface reflects at grazing angles. The IOF (Fresnel) should be put to 1 (one) to account for the effect of light reflecting on the car dome.
Hope that help,
Cheers,
Good job on the hard surface modeling. A couple of point to consider:
a. Consider adding a displacement map to the track treads to make them more believable, especially seen from the edges.
b. Consider changing the glass shader to add more reflectivity as follows:
* Refraction the index of refraction (IOR) of the glass should be around 1.52
* Reflection Leave the glossiness value at 1.0 and change reflectivity to a value somewhere between 0.8 and 1. A little bit of subjectivity is OK here depending on the look you want.
* Drop your specular highlight to zero if possible
* You should see weaker highlights where the glass faces the camera and stronger highlights toward the edges where the glass curves away. This is called the Fresnel effect. Fresnel is the percentage of light that a surface reflects at grazing angles. The IOF (Fresnel) should be put to 1 (one) to account for the effect of light reflecting on the car dome.
Hope that help,
Cheers,
$ifndef "Softimage"
set "Softimage" "true"
$endif
set "Softimage" "true"
$endif
Re: Battle Trak
Hi Daniel Brassard,
Thanks a lot for your input!
This is a real time asset. So I am not sure if it is possible to use displacement maps or ior.
Cheers
Thanks a lot for your input!
This is a real time asset. So I am not sure if it is possible to use displacement maps or ior.
Cheers
Re: Battle Trak
Nice image. I was more in the rollcage crew at that time. Luckily we got a great emake of that (Grip)
The dirty glass cabin and the lights looks very believable.
The dirty glass cabin and the lights looks very believable.
softimage resources section updated Jan 5th 2024
Re: Battle Trak
nice work and modeling, i would consider adding something on the background so to give it more scale sense, it looks like a toy but i guess you didn really work on the environment yet
good job!
good job!
Who is online
Users browsing this forum: No registered users and 45 guests