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Batriders Motorbike - My First polycount post

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Hello everyone, I learned so much from polycount as a lurker and decided to be a part of this great community. Better late than never, I guess.

Here's the model and my process, I hope you enjoy it. 

Concept by the great artist Mario Manzanares  @mariomanzanares . You can view his original concept art here : https://www.artstation.com/artwork/Ebg0A 



model


You can see the marmoset viewer and other maps and textures in my artstation page: https://www.artstation.com/artwork/gBOEP 

I tried to keep this post as a workflow post and tried to summarize the things I learned. 

I started working on it as a personal project for fun. The first blockout version for the model was not representing the concept as much. 

After getting feedback and digging the concept a little more I re-evaluated on the overall silhouette and form of the model.


I worked on 3d architectural visualization and low poly flat shaded models before but was not really comfortable with the baking process side of game assets, so I learned a ton.  After a lot of blood, tears, back and forth between xNormal and Maya I was happy with the maps.

Here is a screenshot and render from substance. 



The best part of making a game asset of course playing with it and having fun, right ? So I took the model to unity in the middle of texturing, and I added controller for the bike. Oh and sure : the particle effects. 



I can't thank enough to @mariomanzanares for the concept art and @shayleen_hulbert for the critique.

Thanks for stopping by. 


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