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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.
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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.
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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.
The Buggy has been updated again with the windshield wipers in their folded-up position, and the tires have been smoothed out. Dirt map tests to come.
Here's the lastest update on the Buggy. Front panel faceting fixed, wipers installed, and the color of the lights have been desaturated. Below it is a comparison with the previously more saturated version in low resolution.
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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.
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