Post
by Daniel Brassard » 10 Sep 2019, 18:04
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,
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