Awesome piece to do for a hard surface project! You've got the basic shapes down, but I think the bike might be looking a bit mushy in it's current state.
If you have access to max, maya, modo, or blender, you might have an easier time building out the shapes. But, if you're strictly using Zbrush for your workflow it might be worth it to check out this time lapse of a vehicle created in Zbrush.
I have to agree with @Brian "Panda" Choi on this. Whether or not you were having a hard time with the modeling aspect, I think on the texture work there's a lot of stuff you missedd that are key features to the bike.
A lot of the stickers, indents, and scratches that are clearly visible on the concept. I hope if you decide to tackle this project again you're allowed more time and can really put in the work to get some clean geo for the shape of the bike.
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Awesome piece to do for a hard surface project! You've got the basic shapes down, but I think the bike might be looking a bit mushy in it's current state.
If you have access to max, maya, modo, or blender, you might have an easier time building out the shapes. But, if you're strictly using Zbrush for your workflow it might be worth it to check out this time lapse of a vehicle created in Zbrush.
Good luck and excited to see you tackle this!
https://www.thegnomonworkshop.com/tutorials/creature-modeling-for-production
trim Dynamic
damStandard
Slash3
Also, Clip Curve.
Also, your rough sculpt doesn't need to be all one subtool. Separate as need be, and for this case, as it is actually built.
IF that's what you're calling a low poly, that is not a good low poly for something hard surface and relatively precise like a motorcycle.
Thank you for the advice everyone! I've learned a lot from this project and have also received a lot of advice I'll be putting to use in my next one
This doesn't look done, but I have no idea if this was your artistic direction overriding the original design.
My initial read is that it looks muddy and unrefined. More an impression of the bike.
Whether or not you were having a hard time with the modeling aspect, I think on the texture work there's a lot of stuff you missedd that are key features to the bike.
A lot of the stickers, indents, and scratches that are clearly visible on the concept. I hope if you decide to tackle this project again you're allowed more time and can really put in the work to get some clean geo for the shape of the bike.