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Uav Hawk

Posted: Sat Dec 08, 2012 9:03 pm
by MaTtY631990
I did this Uav hawk model that was used in a medium length film project. Renders done with Pathtracing at 1600x1200 for 1 hour and 30 minutes. I do think personally the missiles should be bigger but I'll leave to your judgment.
Uav hawk 1.jpg
Uav hawk 2.jpg
Uav hawk 3.jpg

Re: Uav Hawk

Posted: Sat Dec 08, 2012 10:59 pm
by ROUBAL
Nice modelling. The textures are too clean, specially the hangar floor which is too bright imho. I have worked in the french Air Force, and I always saw oil spots and rubber trails on the ground, everywhere around airplanes.

Re: Uav Hawk

Posted: Sun Dec 09, 2012 12:37 am
by MaTtY631990
Thanks for your comment. I am always looking to put details to take way the polished look. I suppose it is lack of reference to use good enough pictures of oil stains/spots to use. I'll improve the hanger itself and get some dirt marks/stains onto it as well.

Re: Uav Hawk

Posted: Sun Dec 09, 2012 1:22 am
by kavorka
I agree 100%
modeling is good but textures are too clean. Don't use tileable textures. Use a full texture (maybe not for ground, but for the plane and missiles) and add grunge/dirt. chipped paint, rust and stuff like that will add a lot of realism.
look at the way rust forms where water drips down and gets caught on edges.

did you try using an HDRI for lighting instead of sun/sky? (I think its sun/sky). Then use an emitter plane to add a directional light. Also, something that would add a lot of realism is to add buildings and trees in front of the light souces so your shadows are more complex instead of the clean, perfect lighting you have in the scene.

If you want to use a tileable floor texture, try to take your texture and make several versions of it (all with the same outside edges so they are still tileable). then subdivide your mesh and apply different materials to different but equal parts so you can apply different textures and tile it to the same mesh.

Re: Uav Hawk

Posted: Sun Dec 09, 2012 3:32 am
by MaTtY631990
kavorka wrote:I agree 100%
modeling is good but textures are too clean. Don't use tileable textures. Use a full texture (maybe not for ground, but for the plane and missiles) and add grunge/dirt. chipped paint, rust and stuff like that will add a lot of realism.
look at the way rust forms where water drips down and gets caught on edges.

did you try using an HDRI for lighting instead of sun/sky? (I think its sun/sky). Then use an emitter plane to add a directional light. Also, something that would add a lot of realism is to add buildings and trees in front of the light souces so your shadows are more complex instead of the clean, perfect lighting you have in the scene.

If you want to use a tileable floor texture, try to take your texture and make several versions of it (all with the same outside edges so they are still tileable). then subdivide your mesh and apply different materials to different but equal parts so you can apply different textures and tile it to the same mesh.
I will do some of these things to improve the textures. The shadows area you speak of, I was for while considering having shadows from other objects fall into the scene, but not sure if it might distract it a bit from the real focus which is to be the Uav plane. Will play around a bit though.

Thanks.

Re: Uav Hawk

Posted: Fri Dec 21, 2012 2:27 am
by MaTtY631990
here are some improved shots rendered with octane3dsmax version 1.02.
hawk1.jpg
hawk2.jpg