Hello,
I'll post here the current project i'm working on.
So this is my take on a post-apocalyptic/survivorman's vehicle.
The main ref is a modified ducati s4rs.
The highpoly is kind of done,but i spent too much time looking at the thing,
that i don't know if it looks ok or not anymore.
So some feedback on it would be nice before going on to lowpoly.
Replies
Thats awesome.
Fine job so far!
Couple thoughts:
- I'm not sure about the scalloped shape of the tank near the base (lower strap area). I'd consider refining that edge, and possibly getting rid of the disc shape where the strap attaches.
- The small lattice area on the very bottom of the right side just forward of the brake lever looks a little out of place to me (even though I see it on the actual bike). Maybe define the edges of that area with some tubes as well, or create a larger mesh structure; maybe something that looks like its designed to protect the exhaust system. Like the bottom fairing under a Street Triple R only made of mesh. If the apocalypse rolled around, I would probably add as much protection to the vital areas of the bike as I could without increasing weight too much.
Can't wait to see how this turns out!
you are missing the inward curve in the surface on the side of the tanks where the legs would touch it when the rider sits(makes the bike more ergonomic). almost all ducati fuel tanks have these one way or another and not to mention most bike designs have it as well. may be you did it intentionally but i feel that the inward curve would improve the model over all.
I agree, without that indent-y bit it would be quite uncomfortable to ride, especially over long distances (which is implied by the packs and stuff on the back)
@mbischof - yes i will make the low poly version
@SPYFF, TrevorJ,walklikethis,Mcejn - thank you for the kind words.
I'm using 3dsmax for modelling/basemesh and mudbox for adding details.
@Stephanie - thanks alot, here's some wires but i have to admit the topology is not near as great as your stuff. (the white dots are the mr proxies for the hp stuff)
@OtrickP -well to be honest it's nothing fancy, i use mental ray with 2 skyportal lights and a gradient map as ambient.
here's a sample scene(i don't know how long the link will stay available)
http://www.qfpost.com/file/d?g=EJtkrOUvz
here's also an example on the difference from the dull raw render.
@Lyaksandr - thanks, you are reffering to this ares? I will definitely go and rework the tank part (but i will not remove the circle just try and attach the strap better.
Also on that framework, i agree it sticks out a bit weird, i'll try and rework it a bit.
@MM,mystichobo -yep seems that i missed that at some point, i'll reshaped it, thanks for pointing that out.
And thanks for the wires/render tips, going straight to the hard drive.
Ass
Nukes
Here some changes i've done according to some of your observations:
-reshaped tank and strap, amplified the frame and fatten the tire threads (which was
also one of my concerns that will not read well in bake)
Anyway i'm still opened to critique and more feedback is appreaciated, i'll leave it here a couple of days, but if no one else objects i'll go on to the lowpoly.
Yeah, those are the areas I was looking at. The strap itself doesn't bother me, it's mostly the shape of the tank underneath. It still feels more like a turtle shell than a gas tank to me. I think a sportier shape to the knee indent as others have suggested might be a good idea, especially since you're planning on keeping the circular attachment. Most tanks of that style I've seen flare out a bit above the knee and then pull in sharply, and that could be emphasized here.
Keep up the great work!
http://i736.photobucket.com/albums/xx7/FDBLTD/Other/Hayabusa%20Leather%20Tank%20Cover/HayabusaLeatherTankCovershot01.jpg
http://www.rideaddict.com/ProductImages/ducati/2007ducati/07s2r800/1405U.jpg
http://www.rideaddict.com/ProductImages/ducati/2005/2005monster1000/1405U.jpg
thanks
Here's some more screengrabs with the tank, hopefully it's closer to the real thing
@Arod529
Thank you.
My advice would be to gather lots of high res reference images, blockout everything (every piece) and see how they work together, then put your favorite playlist in the headphones and start modelling them in detail.
I also can't claim my model is 100% accurate, there are some parts that i missed, some parts that i invented and i thought needed to be there, i also think some details won't show on the normal map, but i guess it's part of the learning process.
Now onto biz, the knee dents are still not quite right. You can see what I mean if you take a look at a ref tank from the back.
It's now sitting at around 34k (34070 tris to be exact).
Let me know what you think.
@DavePhipps : i've actually reworked that area a bit more too.(seat+tank)
http://www.youtube.com/watch?v=3UeB3Zgc6ok&feature=youtu.be&hd=1
embed this if someone knows...
[ame="http://www.youtube.com/watch?v=3UeB3Zgc6ok"]http://www.youtube.com/watch?v=3UeB3Zgc6ok[/ame]
here's the textures (they are 4k for bike ,2k for packs,and 512 for the chain)
i might re render the ao as i'm not too happy with it.
Sam
@purehilarity i think i've started 2-3 months ago working mostly on some weekends.
Cheers
i've managed to get some textures on this, still a bit wip (90% done).
Hopefully tomorrow i'll get some tests going in cry engine.
Of course feedback/crits are appreciated.
@AlexCatMasterSupreme: sure man i'm 24.
[ame="http://www.youtube.com/watch?v=le7IikESv3A"]BlackDogo 360 - YouTube[/ame]
cheers.
I have some questions in my mind regarding some of these HP work though:
- could you show us some "loose" parts of the model ? for example the engine, I am always curious if you would model these difficult pieces as 1 HP object or use several basic ones and attach them/group them together.
- how did you "stamp" that alpha image on the gas tank ? or is it hand sculpted ?
- A similar question to 1 but now regarding the Low Poly: What is your LP workflow regarding these complex objects ? do you create several less complex LP and put them together as one, (grouping and deleting back/intersecting faces), or do you go in and try to stick to the HP as correct as possible ?
fantastic job man! hoping to tackle something on this level in the next months.
Well my whole workflow is directed towards the lowpoly end model, so when i'm building
the HP i'm trying to make it easy for myself when i will create the lowpoly.
-so for the engine i've modelled the big parts separately from the outside in (so only what is visible is detailed, the rest is just capped/hidden with other parts).
-yes i've used the mudbox stencil tool, and refined it manually a bit after.
-for the LP, just removing turbosmooth and removing some loops should give me a nice base
to work with.
So i'm trying to stick to the HP, but i'm modelling the HP thinking to the LP (if that makes sense)
For example having a cylinder with enough sides so i don't have to recreate it after i delete the turbosmooth.
Meanwhile OpenSubdiv appeared so you might want to give that a try
Hope this helps.
I can also highly recommend this tutorial since it explains well from hp to texturing the lp.
http://eat3d.com/dozer_part1
Your bike is simply GORGEOUS ! But way TOO COMPLEX for "post-apocalyptic" vehicle. The true post-apocalyptic bike will be a basic two stroke contraption 125cc max -Very frugal... can run on gazoline, methane, Vodka etc...- that can be dismantle & put back together in a moonless night by a half brained midget suffering from parkinson disease
Keep doing it, just change the purpose !