Michael - Aaawww,what's wrong with it? Not enough chromium parts?
The missing weaponry? (just kidding,no worry
)
As for the tires I'd consider them to be not really low poly anymore,
but on the other hand not quite midpoly yet.
Take a look yourself
[attach=1]
The tread parts have creased edges (or hard edges as it's called in wings3d).
That way TGs normal smoothing doesn't affect those edges and they render
pretty sharp.(the backside view shows it clearly,other parts too)
The rubber shading is quite easy.The trick is to use a reflection tint that is
not to far away from the actual rubber color.
For example: Take a Power Fractal set the scale sliders to something you
think matches the object (tire) size,then set the colors to e.g. 0.005 and
0.007 set the other parameters to your liking and then feed it into a
reflective shader with ray traced reflections turned off and set the reflection
tint color to say 0.03 or so,Index of Reflection to 1.5 and the specular
roughness to 0.25.
Connect that to the grey part node instead of the default shader and
you're done.
I've tried to model this rather low poly car especially for use in TG with procedural shading.
And I also tried to set up my material groups in a way that allows for changes of geometry
and additions thereof easily.
As you might have noticed I've shown two different versions so far (five doors+three doors).
But I have done the shader set up only once and imported the different versions into the
existing obj reader and it works great,even with slightly different file names.
Tried to import one with 1 material group more and even that worked to a certain degree.
Meaning it rendered ok,but the new shader didn't show up amongst the others.
So here it is again showing a third version with more parts added.
[attach=2]
So since only the rubber shader was mentioned let me ask you guys directly:
What do you think about the other shaders?
What should be improved and how?