Rewind your whole thought process for a moment. Lol I learned this the hard way. Go through and block out all the shapes. Don't worry about how exactly they are joined. Once you have everything blocked out your brain will be able to start to see how it needs to remake pieces to make joins that work. It is also good workflow for larger production environments. If you can hand off something that has the bits in the right places, people can add it into scenes faster.
The foot rests don't look like that in the original photos.
Good progress. Still don't think you should be adding thickness at this point. There's still a lot more to block in like the seat and the wheel axle frame.
I haven't had internet access for a few days. This is looking quite a bit better. The tail of the bike needs to be tapered some. As an actual motorcycle rider the seat that you have modeled would be very uncomfortable with that slightly sculpted middle section. I would reduced the number of rows running lengthwise along the seat so that the cross section is a smoother curve.
Add the bridge piece that connects between main body and wheel:
Make it narrower the end part, and soften the seat:
I also expand body and wheel part little bit larger than before:
Hey alex you are going good , i have some tips for you that i learnt from others 1- always try to keep your edges straight and consistent . 2- create your blockout mesh so good that you don't have to work much in lowpoly . 3- Never be afraid of using more segments in blockout phase . 4- If maya has facets mode like 3ds max Please use it , it solves 90% of highpoly shades . 5- use splines as much as you can they save lot of time i just have one more advice switch to 3ds max for modelling , modifiers in 3ds max makes modelling really fun and shortcuts and customization can save a lot of your time .
2) Your headlights need to be rounder. Don't be stingy with the edge density.
3) Your tire could be rounder along the harder edges. Don't be stingyw ith the eedge count.
4) The wheel struts connect the tire to the body have disappeared. Where are they?
5) The tire shouldn't be welded with the wheel cap.
6) There's a curved enclosure that the headlight sits in. It should be part of the larger cylinder that runs through the two struts connecting it to the handlebar base. 7) Don't use Maya viewport for rendering out turn arounds. By default, it's not the best, it doesn't alias jagged lines, etc. you can use free game engines like Unity and Unreal to get nicer turnaround, lit images. I recommend using that if you aren't budgeting for something like Toolbag 3 anytime soon.
Hello, Brian. I read your comment; however, looks like most of your points are already made. However, since I use bad rendering system and they are all grey, some objs are looking very ambiguous. It's my bad.
I will fix point #2 and #6 later on. And, I will install new rendering program as soon as possible.
Point#3. I fix the tire issue:
Point #4. I never delete strut. It's always there (green thing). However, since everything is grey; I guess it's easy to miss. It's my bad again.
I will add bolts and nuts as the normal map.
Point#5. The green piece actually hold the connection between tire, wheel cap, and body.
I did not modeling detail inside of main body since seat will cover the top.
The circled blue bits are little weird, but I can't put my finger on why. Is this the high or low poly version? If its the high poly I think you need to add bevels to a bunch of the edges. If this is the low poly, then I think you have captured it pretty well.
Great job on sticking to this and keeping on tugging on this model! It does not seem that your normal map is giving you as much as it could, and some of your edges look quite boxy and very lowpoly. I also think you could add more loops to the tire to give it an even rounder shape from the side, if it is for a portfolio that is.
But could you post images on your highpoly? As that could help us see your entire workflow and give feedback on your normals and such.
Since I am working on the texture job; I founded some details that I missed before. So, I added more details:
Cyan color mesh means "It is lo-poly that I created before, and I don't touch it" Purple color mesh means "I modified old one or created totally new. So, I need to unwrap the uv-map"
Hey man no worry, and thanks for posting the HP, I can immediately say that some of the edges can be a little bit more smoothed out than they are now. As some of the edges are really hard. I think the edges of the steering handles are what you should be aiming for, as those edges are quite nice!
And when redoing the uvs on the purple stuff you can post images of the UV layout if you want some feedback on that part as well! And do not be afraid to touch the old stuffs UV, as you can learn a ton by just redoing the UV.
Replies
Thanks Skinner3D, Nice to meet you.
As you recommended, I tried to cut out body frame into several pieces, and create one by one. And, Combine them
This is so far I did (after I failed several times)
The thing is.. I still feel confuse how to create front-light part.
I mean, the curvy area that protects, and covers the front-light.
This is curvy, and merge into the main body clearly. Do you know how to do this?
Still, the cover (protector) of the front light is missing. I am working on it.
https://i.pinimg.com/originals/53/e9/75/53e975ca850dbcb1b2f45472d53976f7.jpg
That scoop is just a hole cut out of the main frame. Here is a rough of the light planes. My image program was failing in the 'make bright colors' department.
Just keep blocking things out and don't worry about exact shapes yet. Proportions tend to go wonky when you have less reference points than the original.
Hope this is working
The proportion is poor since I am trying to create each part one by one.
If I want to connect between body and handle, I need a 3D geometric information :-)
Good progress. Still don't think you should be adding thickness at this point. There's still a lot more to block in like the seat and the wheel axle frame.
And, I found the reference website that provides a lot of photos of the unicycle through different angles:
https://www.engadget.com/2011/11/02/ryno-motors-self-balancing-single-wheeled-scooter-test-ride/#gallery=52122&slide=573679&index=0
I am going to fix it; however, since the unicycle is connected and complicated structure, I may need to do it again from the beginning.
Add the bridge piece that connects between main body and wheel:
Make it narrower the end part, and soften the seat:
I also expand body and wheel part little bit larger than before:
1- always try to keep your edges straight and consistent .
2- create your blockout mesh so good that you don't have to work much in lowpoly .
3- Never be afraid of using more segments in blockout phase .
4- If maya has facets mode like 3ds max Please use it , it solves 90% of highpoly shades .
5- use splines as much as you can they save lot of time
i just have one more advice switch to 3ds max for modelling , modifiers in 3ds max makes modelling really fun and shortcuts and customization can save a lot of your time .
EDIT: Nvm, I see the struts.
There are some proportion issue. So, I modified some parts
And, this is my uv-map
7) Don't use Maya viewport for rendering out turn arounds. By default, it's not the best, it doesn't alias jagged lines, etc. you can use free game engines like Unity and Unreal to get nicer turnaround, lit images. I recommend using that if you aren't budgeting for something like Toolbag 3 anytime soon.
I will fix point #2 and #6 later on. And, I will install new rendering program as soon as possible.
Point#3. I fix the tire issue:
Point #4. I never delete strut. It's always there (green thing). However, since everything is grey; I guess it's easy to miss. It's my bad again.
I will add bolts and nuts as the normal map.
Point#5. The green piece actually hold the connection between tire, wheel cap, and body.
I did not modeling detail inside of main body since seat will cover the top.
And, I will fix the point#6
Do you people think the blue circle is looking fine? I think it is kind of awkward ... Maybe I need to re-create handle part?
Is this the high or low poly version? If its the high poly I think you need to add bevels to a bunch of the edges. If this is the low poly, then I think you have captured it pretty well.
Hello,, Skinner3D. This is for lo-poly. Now, I need to working on the hi-poly version.
I was struggling to figure out how to bake normal map well. And, this is my answer :-)
This is my lo-poly with normal map:
This is my only lo-poly:
It does not seem that your normal map is giving you as much as it could, and some of your edges look quite boxy and very lowpoly. I also think you could add more loops to the tire to give it an even rounder shape from the side, if it is for a portfolio that is.
But could you post images on your highpoly? As that could help us see your entire workflow and give feedback on your normals and such.
Hello, Nuclear Angel. Sorry for late answer. I was focusing on the Substance Painter job. Sorry again. I should have accessed the thread more often.
I am going to upload my hi-poly now:
Cyan color mesh means "it is way too simple to create hi-poly. So, it has no hi-poly but lo-poly"
Again, Sorry for the late answer. I don't know why I don't access the thread more often; I was struggling on the Substance Painter.
Thanks for your help
Since I am working on the texture job; I founded some details that I missed before. So, I added more details:
Cyan color mesh means "It is lo-poly that I created before, and I don't touch it"
Purple color mesh means "I modified old one or created totally new. So, I need to unwrap the uv-map"
And when redoing the uvs on the purple stuff you can post images of the UV layout if you want some feedback on that part as well! And do not be afraid to touch the old stuffs UV, as you can learn a ton by just redoing the UV.
I add more details on the brake and handle part.
Now brake can have animation :0
Cyan color mesh means "It has no hi-poly but lo-poly"
This is my lo-poly
And, this is my hi-poly
Finally, this is my lo-poly with normal map
Hello, Everybody :-)
Right now, I am watching the tutorials of the Substance Painter. Bur, right now, I found some error on the modeling, so I fix it.
Grey mesh is the one that I fix. Cyan mesh is not
You may don't understand the difference. The board of gauge is too long. The proportion was not right.
So, I shorten it. And, modify the connected parts as the consequence such as angle of the screws.
I am still working on it. I hope I can show you better result. See you, and thanks for your attention.