We have to make a bike for an assignement (I don't think I'm the first to post one here) , but I have no sense of color.
Not asking to be spoonfed. Maybe just pointers in how to harmonize shape and color. Consider I'm at the level of a child grabbing wax crayons for the first time.
Well, if it looks like a mess if you look at it zoomed out, then it's not working. Your colors (and values) should break up the motorcycle in an interesting way that helps the design and/or form read. this is design 101 so I don't know where you'd start, start reading up on color theory and reading some design books or something. Concept art books like Skillfull Huntsman are good for this stuff too.
But basically: Your camouflage is adding noise that makes the design hard to read. Your accent colors are kinda all over, there's no unity to them. Your shapes in general when viewed at thumbnail size are too small. I tried to use words you can google if you add "design" to it in google
Its supposed to be floating right? Looks more like a snowmobile atm tbqh senpai. Were you trying to make it look kinda like a dragonfly? I like that, keep working and make it look more like a flying machine and less like a snowmobile.
Alright, my english is not that good. Motorbike ? Hover bike ? Bike is just the thing with pedals isn't.
I'll check that out right away. Thanks a lot.
Also I don't think that a camouflage theme was the best idea after all. As you said, I can't really add details now since it gets gobbled up by the erratic paint scheme.
I was thinking that once I had exhaust glow and a ground shadow it would be more obvious.
Babby's first color palettes
getting colors that work together well is the first step, and black white and red don't go that well together unless you're a joke about a zebra bleeding while reading a newspaper
black white and red can actually work well together with the right proportions.
This is looking better. I'd look at snowmobiles / motorcycles to define some materials other than your black painted metal. Like making the frame titanium or something, or your canisters brushed aluminium, or plate some things in chrome. You want to be careful with your values after so that it doesn't add too much noise to your design though.
For machines, I like to sort materials by function or layer, like frame, shell, actuators as different materials. Or deepest layers, middle layers, and shell as different material, etc. Sorting it this way will help make your model more believable and gives you a guideline for picking materials.
Even if you want to keep it mostly black, vary the hue/value/sat/roughness/metallicity just a little bit to get more material definition out of it.
If you look at the pic I attached, this motorcycle's frame parts are metal that's painted orange, the engine and heavily-stressed connections (like on the wheel axle) are titanium, the brakes are brushed aluminium, there's anodized bits, and the shell is another material.
I wanted to add that generally there are unpainted metal bits regardless of how much metal on a machine is painted / anodized, though. I think that's what you're missing, mostly. If you wanted to texture it you should add a little bit of grime, too. oil attracts dirt.
I see. I definitely need to adjust the texture and value of the mechanical parts, especially the struts.
Right now there are only three materials assigned. The fuselage, the metal frame and then a grey lambert.
I added a bit of non-painted surfaces (tried) but I hit a wall where I realized that I need to learn first a bit more about rendering.
Lose the shitty digital camo, lose the red. In what circumstance would you need red in a camo? Digital camo is for human-made structures, and what human made structures are coloured red? Even in a fictional world nobody would justify making an environment red enough that camo for that place would be red. Personally i would just say "ok this is no longer some scout/militatry vehicle, i'll just make it aesthetically pleasing."
I was thinking about a planet like this but I guess you are right.
Alright, so I dumped the camo and went for more traditional paint stripes.
Yes, we only very recently learned in class about the "energy conservation" concept, where a material can't reflect more than it receives (which is not that easy to do with the default materials, at least for noobs)
PBR materials + the hdri of a sunset + an occlusion pass is all I added.
Don't think the bloom looks that bad, I mean who the fuck is to tell just how much some antigrav thrust vectoring plate thingy is supposed to glow?
Other anon just stepped on the /v/-tier anti-bloom bandwagon.
I was initiated to compositing only a few weeks ago, I can understand the image is unbalanced and or falls into some cliches.
But the glow really gave me headaches for this project, I should have just gotten rid of it. Only the hue could be adjusted, if I touched anything else it'd fade out.
It doesn't look like the original concept art intended for the drive to stay seated.
Man that concept art bothers me, from a design point of view
>giant machine to carry a tiny person
>driver is completely exposed
>machine looks like it has almost no room to carry anything else
>all those exposed joints and moving parts that would absolutely be destroyed by rain, wind, and sand
>tiny headlight / gun thing with a very small gimbal (otherwise the driver is going to fall off the vehicle)
>looks extremely uncomfortable to operate if it doesn't float / fly
>if it does float, those retarded ski things / VTAL things mean you need to be like 7 feet off the ground