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Old 07 July 2013   #31
Moved onto the boom texturing today - mainly looking at the decals and base shaders.
Old 07 July 2013   #32
Thumbs up

Keeps getting better and better.
Old 07 July 2013   #33
keep on nice looking
Old 07 July 2013   #34
I stared at this one for a while and I have to say I really love the dusty look of the tank-track section. It's a real good balance of the color values, just believable.
Would love to see a few of the blending masks you painted.

Coming back for more
Old 07 July 2013   #35
Really great work! Very interesting following the progression of the model. Looking forward to seeing more!!
Michael Wentworth-Bell | 3D Artist & VR Designer | Melbourne, Australia

Espire 1: My VR Stealth game - CGTalk thread
Old 07 July 2013   #36
Thanks guys - here's another update!

I'm open to suggestions on what to do next. Can anyone share whether this would typically be ready for compositing or should I still focus on improving my textures? I can usually get a colour correction that I'm happy with when the elements are separate. I still think I need to spend an hour or so creating a better paint shader.

But this project evolved a lot over time and I experimented with different shaders for each of the three scenes that the cat is made up of (undercarriage, boom, and carbody).

So I either need to revisit some of the dirt and paint shaders to make them consistent throughout. Or fix-it-in-post which is the next chapter of this project! I'm intending to do a full environment but first off I want to create a turntable - learn a bit about compositing and then hopefully be better equipped to judge which areas of my environment with be 3D, and which will be matte painting or other compositing goodness!

RE masks - I'm happy to post some - I need to revisit the undercarriage tomorrow to convert to mental ray, so I'll look at it then.
Old 07 July 2013   #37
And some reference images:

And here:

And this video is what I've been aiming for - a fairly new caterpillar:
Old 07 July 2013   #38
A couple of quick renders showing all elements together. Going to revisit the dirt masks today and try and spruce them up a bit with some more detail. And I hope that will improve the paintwork.

Old 07 July 2013   #39
And another update. I just discovered gradient mapping and spent a lot of time experimenting with it - maybe someone else will find this useful:

I used it to create procedural dust/watermarks on the carbody paintwork.
Old 07 July 2013   #40
Looking pretty awesome. The only critique I have on it is that the paint that's supposed to be worn away on the bucket looks more like it was chipped away. Maybe add in a slight gradient from the paint to the shiny metal, like in the reference?
Old 07 July 2013   #41
Great work! I especially like the texture work on the bucket.
Old 07 July 2013   #42
real work i love it
Old 07 July 2013   #43
Thanks for the comments guys.

Snipes - that was a good point and I've done a bit more work on the bucket and that general area.

I think I'm going to call it a day on this for now. I've looked at some camera angles and will shoot a HDR for the background probably from this angle, and backlit from the sun. And I'll do a couple more.

Then I'll render some masks and do a proper colour correct on the individual elements.
Old 07 July 2013   #44
modelling & textures is very good but where this background ????
keep on & good luck
Old 07 July 2013   #45
Looking really good! what are you using for the lighting? looks like an HDRi with a sun?
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