Definitely a rough, but here's a texture test for the tire. Ignore the extremely reflective rim, the visible texture seams, and the 'Muddy Tire Co.' logo (which will be replaced with whatever we want).
Looks like it'll be beneficial to do the UV mapping before smoothing. Currently, I'm using a cylindrical unwrap for the modeled treads, and a planar map for the sidewalls. A single map should fix the texture seam issue.
Friday, June 27, 2008
Thursday, June 26, 2008
Buggy Muddy Studio Render
All I could afford was to render this 720x405 sized still. Mental Ray seems to be having a little memory issue when trying to render this at 1920x1080.
Suspension tests are coming along as well. Trying to develop a physics based suspension rig, but for the test we might just have to go with a hand animated version.
Suspension tests are coming along as well. Trying to develop a physics based suspension rig, but for the test we might just have to go with a hand animated version.
Tuesday, June 24, 2008
Buggy: Muddier Body
Added the mud on to the bull bars, and slapped more mud on to the Buggy's front end. Also carved out the windshield wiper blade paths as well.
Working out a mental ray shader network that will allow a decal to be placed on the side panel, utilizing a difference UV set. Also to come, thickness and depth in mud via render-time displacements.
Working out a mental ray shader network that will allow a decal to be placed on the side panel, utilizing a difference UV set. Also to come, thickness and depth in mud via render-time displacements.
Sunday, June 22, 2008
Buggy Muddy Body
Friday, June 20, 2008
Buggy Muddy Fender
Z-Brush's funky texture painting workflow was kicking my ass all week, but I finally gave it a roundhouse kick to the face. Used Z-Brush to place rough dirt maps, exported a black and white mask, and tweaked a small bit in Photoshop.
Rendered in Mental Ray, with the 'mi_car_paint_phen' shader and the mask as a dirt map. Dirt also has a light noise applied to the bump channel, and color of dirt is controlled in Maya.
Rendered in Mental Ray, with the 'mi_car_paint_phen' shader and the mask as a dirt map. Dirt also has a light noise applied to the bump channel, and color of dirt is controlled in Maya.
Tuesday, June 17, 2008
Buggy Tires Update
Sunday, June 15, 2008
Updated Buggy with Wipers
Saturday, June 7, 2008
Buggy Paint/Light Comparisons
Friday, June 6, 2008
Buggy Studio Render
Here's a studio lit version of the Buggy. The body uses a tweaked version of mental ray's built in metallic car paint shader. The tires are also low resolution stand-ins. The top left forward panel is showing some faceting near where the twist handle thing-a-ma-bob sits. Going to increase the resolution on that panel before the animation tests. Also, the shadow needs to be softened up a bit.
Thursday, June 5, 2008
Buggy Preview
Here is a preview of the Buggy. New additions include smoothed front bull bar setup and cheater suspension arms, springs, etc. They're not physically correct, but add a little detail to the underside of the vehicle.
The logo on the side was just slapped on. Eventually it'll become a chrome emblem of sorts.
The logo on the side was just slapped on. Eventually it'll become a chrome emblem of sorts.
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