Roadwarrior 666


#21

Smoke grenade launchers:



#22

Bullbar lookdev:


#23

Some more modeling work:

Jet engine:


Rear bull bars:

Rear window armour:


#24

Car body shader look-dev:

This shader is a simulated ‘GGX’ shader, created using Grant Warwick’s method. Basically Vray has yet to implement a GGX shader model, but the effect can be simulated using a 3-layered blended material. Basically, the reflections are blended together using very specific falloff curves to control the material glossiness.


And here is the shader tree:
(sorry about the size, but it’s way too big to fit on here) :slight_smile:


#25

Great modeling! Very interesting to watch your progress!


#26

Really like the look and feel. Transforming in to a beast already. But it looks like the glossiness is same all over the model, or is it because of the light? How you did that indicator, is it a texture or is it completely procedural?


#27

IgorK, thanks for the comment.

Maxster, cheers. I’m still working on the shader. The glossiness is a blend from 3 different shaders. The trick is in getting the falloff blend masks just right. It’s very sensitive and really has to be tweaked carefully. Thanks for the observation, I’ll keep working on it.

The indicator is a normal map created from a greyscale map used in the refraction slot. i’ve also modelled the internal geometry of the indicator and this gives a much more realistic effect in the reflections/refractions.


#28

Some more detail close-ups:



#29

Thanks for sharing the map musashidan. Did you baked it out from your model or you modeled the detail later from the map? New parts looks cool too. Curious to see the shading on that turbine kind engine part.


#30

Hi musashidan,

WOW nice texturing job.

Your networks looks like my Audi TT.
Complex without ending… LOL!


#31

The normal map is just created from the greyscale map using Ndo. The modeled detail is inside the light housing. It dosn’t have to be too detailed, just enough to add visual interest to the relection/refraction.

2xbo: thanks for the comment.


#32

Modeling work on the roof-mounted minigun:



#33

Damn this is really a heavy modeling.
I like the whole details on it!


#34

I love it! Looks amazing!

How do you pipe in the textures u made in MARI? I am also using Grant’s method in one of mine projects but cant achieve good results. Would really appreciate if you’d explain it in detail.

Keeping my eyes open for more wips. :smiley:


#35

2xbo: thanks for the comment.

It depends on what I’m doing with the map. Sometimes I’ll stack tiling/procedural maps in a composite map in Max and use custom masks painted in Mari. And sometimes I’ll stack the painted layers in Mari and export as a flattened map. Other times I’ll use a combination of the 2 or just export single painted layers from Mari to layer in the multi-shader setup. So for instance, the dirt you see on my shaders is just a single layer painted in Mari with a light grey background. I then convert this to a B&W mask layer in Photoshop and use this to drive the dirt within the shader through an output map. This way I have full control in a non-destructive workflow so I can adjust/tweak in Mari/PS/Max at any time.

So I always try to use as flexible and non-destructive a workflow as I can and not limit myself to just painting a single flattened map in Mari and calling it finished. Another important thing to bear in mind is that by using a combination of tiling/procedural/painted textures(masks) you are allowing yourself the greatest amount of variation in your textures.


#36

Incredible! I love it! Congrats!


#37

great attention to detail! i love it. its already looking very, very promising


#38

Thanks a lot Fabio and Alberto. Appreciate the comments. Have had to put this project aside for a while and won’t get much time to work on it further, but here are a few test renders of the completed model(still some geometry bang-up to do) to keep the thread alive :slight_smile:
Hopefully I’ll get time to finish up the UVing/Shading in the near future and get some finish renders out.


#39

Dude! This is awesome! Let me know when your looking to get started on the texturing/shading. I’d love to put this on the front page!


#40

Wow! Thanks AJ. I’m tight for time at the moment, but do intend to get this one finished in the next month or so. I’ll certainly let you know. Thanks.