Sunday 29 November 2015

inside work

Sorta a back sofa for the truck, but well as you can see it needs to be fitted better, and the rest of the inside needs a lot of work still.

Wednesday 25 November 2015

rear beetle

Just sanded up the rear, and added in some minor leather details inside.

Monday 23 November 2015

Its coming along

Got the skulls and the details, and ohhhhhhh yea. I did make the detail map mask at 8k, but unreal only lets you do 4k so whatever. I set the ini file to let me to 8k, but it didnt work, and tbh, perhaps 4k is enough.


Sunday 22 November 2015

unwrapping done

Eurghhhh!!! Okay, so unwrapped all the rear carriage and details, holy shit, theres so much unwrapping. Its all gotta be unique so the masks work, not sure what resolution I should stick with for the mask. Thankfully i just click out a 4096 res map from designer anyways and i think actually a 8k can be done, so that would be enough any ways.

This also has 2 uv's so that the skulls can use a detail normal in their own selves in order to make them have the correct details.

All of the back is now unwrapped, so time to start texturing!

Thursday 19 November 2015

on and on

Only a few details left to unwrap, the metal bits coming off and the skulls are pre-unwrapped before i put them down, because its fucking insane to do it the other way round

Monday 16 November 2015

unwrapping

finished up the texturing on all the front objects ive made so far... guess its back to unwrapping again. Need to finish up the rest of the model, then i can go over and add in some details and unique stuff

Saturday 14 November 2015

Friday 13 November 2015

Steering wheel texturing

WIP on the steering wheel, leather map needs more work. Still, happy with the bake, so hey ho!

Thursday 12 November 2015

Steering wheel sculpt

Experimented with a bunch of techniques to try getting the lines ot work, from curves to z-remesh to give it looping tolopogy to run lines along. Also tried a bunch of techniques in phtooshop and illustrator to try and automatically generate the lines, but they either were completely unmanageable to get any real direction whatsoever that i wanted or the lines were un-uniform so they would be all thick n thin which didnt look right.

In the end just spend a few hours drawing out tubes in max and then brought that into zbrush instead. The results are nice, but damn it took a long time.

Wednesday 11 November 2015

undercarriage

Under carriage done, rather simple material as its only paint, scratches and sand. ez lyf. Might add some oil splotches in later, have the texture sheets space available still

Tuesday 10 November 2015

wheelz

textured up the wheels, detail normals n all. Check it, i can scroll the sand on and off! cool story





Saturday 7 November 2015

detailing




Further i go, today it took a while, but finally found generate band, so I was able to create masks without having to bring in extra texture sheet, thankfully got all the detail materials into a single material and hit the 16 texture call limit.

Thursday 5 November 2015

WIP

Just setting basic material masks that will be used in conjuction with detail masks later on

Current state of my WIP

Tuesday 3 November 2015

Ploughin on through

with the texturing lololol, unlit version as the other ones are dark with it having just the default lighting and nothing calculated


Monday 2 November 2015

Second Engine + Plough unwrap

unwrapped the plough and the front sections, also textured up the second engine that didnt take long, just a few unique maps with their seed changed so it looks different.  Probably a more efficient way of doing it realstiically but meh.

Sunday 1 November 2015

Front Engine Textured

Work Flow is flowing smoothly, front engine textured quite painlessly, shoudl be able to apply the same material to the second engine, and with the correct masking sheets plugged in (which can be just explorted from a mesh in substance) that should instantly texture the second alternative engine.