Home 3D Art Showcase & Critiques

Hoverbike

polycounter lvl 7
Offline / Send Message
alexg989 polycounter lvl 7
This is a game ready Hoverbike I made for an environment I'm developing in UDK.

I designed and concepted it. The style was based on WWII planes and bikes in relation to my own contextual, authentic near-future scene.

I used Maya, Mudbox, Photoshop, xNormal, Mudbox, nDo2 and rendered it with Marmoset.

3 x 4096 bike textures - Diffuse, Spec and Normal (I'm still to make the emissive)
3 x 512 Leather Satchel

I'm still to set up the materials in UDK and place it in my scene to get some nice contextually relevant images. I really need to render it with some context, as it's looking pretty bland with the grey background. I think even just a floor to cast a shadow on would probably help.

I've attached images, and here's a turntable with wireframe:

http://youtu.be/HvTar3thMd8

Any crit to take this further before I tweak and set up it's materials in UDK would be much appreciated.

Replies

  • Stockwell
    This is just awesome, the model is super cool! Could we see some high polys?

    A few critiques:

    - Design wise, it doesn't say much of a bike feel to me, it took me a few seconds to see how this is ridden as such. Initially I read it as just a plane. I think this could totally be improved by taking the time to redo just the handle bars. Raise them up high, hang them back so I get more of a "Chopper" feel. The seat design is already functional for that and I think would work really well. I'll grab some reference if you don't know what I mean.

    - Model wise, stellar. srsly... would love to see some high's.

    - Texture wise, looks like a superb bake, wonderful attention to detail, and overall great. Maybe just a little bit too much variation in colors on certain pieces, and aaallll the way through it is a very busy texture which kind of distracts me a bit. But it's still awesome, if it's story was it used to be a bike that was scrapped together, you nailed it.

    Nice work!
  • alexg989
    Offline / Send Message
    alexg989 polycounter lvl 7
    Thanks for your feedback! I really appreciate the crit especially.

    I was thinking the exact same about the handles. I tried a few variations before settling on those one, but I think you're totally right. I posed the norman rig on the bike in the early stages to make sure the proportions were still correct for a character to sit on it. I probably will iterate on the handles again and make the changes you suggested. So cheers!

    I took some screenshots of the high poly wireframe. These are just the parts that are unique as I mirrored a lot of the geometry. I didn't do any high poly work on things like the frame to save on time again so these aren't included in the shots.

    Just as a general rule of thumb, is it a good idea to set up some nice renders of the high poly mesh used to bake just to display on my portfolio? I wasn't too sure if it's a little redundant or not. I've done it with models in the past though, but have no idea how relevant it is when possible employers are checking out my stuff. I'll make a nice high poly mirrored version if you suggest it.

    Thanks for all your feedback! It's much appreciated!
  • thepapercut
    Really big fan of those textures, look really good.
  • SaferDan
    Offline / Send Message
    SaferDan polycounter lvl 14
    This is stunning! I love it! That blue by the engine? Is that meant to be glowing? If so I would crank up the emissive! and if not, well it would be awesome if it was :P

    Oh! and one more thing, which is a bit nitpicky but I feel like you should have put more geo in your lights on the wing, assuming they are meant to be round! Especially considering how round the nose is!

    But yeah like I said, I love this! really good job man!

    Edit, OH! Also, I love to see high poly shots on the folio, its a nice progression imo. Like, here is the high, which I baked down to the low etc!
  • David3D.The
    Wow this is awesome. Texture work is great and the design is awesome. It reminds me of Warhammer 40k Ork vehicles which is a good thing.

    Like Dan said above the lights on the wing stand out polygon wise and I think their material could do with some work. The material definition is a bit off and I'm not immediately sure what they should be made of. Compared to the rest of the model they look almost untextured. Might just be me though.
  • SaboR1996
    Offline / Send Message
    SaboR1996 polycounter lvl 8
    This deserves to be on the polycount banner thing, this is a solid piece of work, crazy design as well, I love it!
  • alexg989
    Offline / Send Message
    alexg989 polycounter lvl 7
    Thanks so much for the feedback guys and your kind comments!

    You're so right about the lights. I feel like I glazed over them. I'll check out some more references and make some changes.

    I was planning on adding an emissive texture to make the cyan on the engine pop and the same with lights. I was hoping to hook them up to make them light up in UDK.

    Such a massive compliment SaboR1996. Thank you! This was my first time posting to polycount.
  • Stockwell
    See!? Solid piece you got here. I do agree with David, the material shader could also use some work, and you're material definition in your spec and gloss as well. But this is all polish stuff! So don't fret! This is the rewarding part.

    (EDIT: Above line, "Spec and Gloss" you may very well be using PBR, it doesn't really look like it, but whatever maps your using, material definition still remains pretty flat throughout most of the body. As for PBR, I've been living under a rock when it comes to that, so I wouldn't comment.)

    I personally love seeing high poly work in folios, with the way the industry moves forward, the skill and ability to fit mass amounts of detail in a model is becoming increasingly more important, and I believe employers like to see that you can do as such.

    Things in normal maps today can easily be tricked, and not even exist in a model (high or low), but still appear to be there, which is %100 acceptable if you need to work fast in production, but this is your folio. and if I guessed you wanted to be a modeler, so show off dem models man!

    Great work dude. See some updates soon i hope.
Sign In or Register to comment.