Decided its been a while since I made a vehicle, so fancied making a Kawasaki Z1000sx as I rather like the way it looks. mmmmmnnnnnnnnnnnmmmmmhng
Anyways just still blocking out the primitives, lining up objects and spludging details into its shapes.
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Anyways...your off to a great start
It has some smoothing on it, think the poly count is roughly 30k atm, though its a bit hard to tell with a bunch of the objects made from splines so the selection just reads "0"
Enjoy the colours!
Do you own this bike?
Been away moving house, and also work has massively taken over my life atm, really loving what i've been up to there, so been just putting in extra time, but as a result sacrificed momentum on home projects! worth it!
Anyways latest shot, just finished up converting all the lines to actual polys, removing some unessisary polys, so i culled the thing from 100k to 42k, probably could keep going, but ya know... bit lazy and nobody will notice... i think...
I think im going to experiment with unreal detail maps and substance designer really to generate textures for it. my next stage is to unwrap it, but xray-unwrap doesnt work with max 2015 Q_Q oh sweet god this is going to be brutal. Might go dig out an old install of max just for the unwrap...
Been fiddling away with substance painter n stuff, and this is about as far as ive got with the bike for now, chucked some stuff into unreal to test out what it was looking like. Either my unreal scene lighting is off, or im plugging in the textures wrong, or there are just differences from substance painter to the unreal values. I've no idea, will look into it properly whilst i continue to texture and actually add in some details to this model.
Just for a reference of what substance shows me if anyone is curious, its not massively different, just slightly. Note, exhuast metal values for example.
slowlying on, really enjoying substance painter, so bloody good! I also know there's a seam on the seat, the seat literally isnt welded in the middle as I messed up the symmetry and didn't notice.. heh shhhhhhh :P
What's the end goal? A portfolio piece? Some game project? Animation?
Also with the new and improved knowledge there might be something I can take back and use in the office sooner or later. Already thinking of ways to wingle substance into my daily workflow haah ^_^
At least those kind of things appeal to me. To learn new functionality in Unreal and being able to give a bit of extra flair to the project.
Keep going! Fun to see a motorcycle project on polycount.
For now heres just some progress of detailing ive added over the weekend. Also resolved some poor welding issues and so forth, fixed a few broken normals and continued added in decorations and effecting normal maps mostly.
anyways. Will dirty it up over the next week probs, maybe. That front disk in hind sight looks FAR too clean.
also in other notes, this scene was running a solid 80fps, then somehow, I've clicked something somewhere, and the frame rate dropped to a staggering 3.... kinda frustrating as I've literally NO idea what ive done to do that either. then people are just are saying online "change the graphic settings" or whatever... I'm wondering if unreal isn't using all my cores or sommit, as the clock is reading 1200mhz and it seems to only spike 1 core... any thoughts?