I would like feedback on the texture and materials for a game-res VW Jetta model for my personal portfolio, to represent my professional capabilities. I am aiming for this to be a fairly detailed vehicle like something for a racing game (yes I realize Jetta is not a racing car–this is a challenge to myself to make something ordinary look good, as opposed to making a model that looks appealing because the design is flashy even if the model/texture isn’t great).
This is a WIP–I am pretty happy with the model and mostly I am looking for feedback on the blueviolet paint material/texture (but if you see other areas to critique I am open to it). I am trying to realistically emulate car paint–a smooth surface with a slight sparkle from the sort of grainy variation in the paint under the final coat of gloss/finish. I think (at least I hope) that I have almost but not quite hit that look, but I’ve been looking at this too long to see it without bias. I know there’s no mud/wear-and-tear/etc–that is not what I’m looking for feedback on here. Also, the tail lights and license plate are stand-in textures currently–I know they need to be improved.
The screencaps are from Unity engine. I’m using Bruno Rime’s free hard surface shader for the paint material (located at http://u3d.as/content/bruno-rime/hard-surface-shaders-free/1RB). I don’t have dedicated UV space for each part of the car–I unwrapped them to be at the same scale and am using tileable 1024x1024 maps. I am using diffuse, greyscale specular map (I think Unity free does not support color spec maps), gloss map, normal map, reflectivity map, cube map. I modeled a simple interior so the viewer can see through the windows, and simple engine and parts under the hood so there would be something visible in a damaged state if the hood dents/breaks off. 27K tris total, 22K tris excluding interior.
Thanks everyone and please let me know if you want more information in order to make a more informed critique.