then you gotta....count polys?
haha, fight club references aside, i'd like to say hello to you all, and that I'm happy to be here, i currently go to school in Manhattan for maya, im very glad to say that im happy with modeling as a chosen carrier, and I was hoping that some of you fine gentlemen would assist me
Okey, here goes, this is what im working on ATM, i dont know what its for, but its some sort of motorcycle...maybe if you guys would give me some ideas, maybe i can gear it toward a game?
anything would be appricated!
heres a WIP
http://mikeamen3d.com/current/bike_render1.jpghttp://mikeamen3d.com/current/bike_render2.jpg
=D
Replies
you bike looks good, but the wheel could use some more polies to look smoother^^
and overall dare to add more details i think the teachers would be pleased lolol
im starting to make it one mesh now, thats another Q i wanted to pitch, how many polys should the wheels be? im aiming this bike at like 3K polys...meybe more, or less, no clue, im just goin' and goin'....
hopefully tonights the same too.... =D
also if anyone has any certain use for a motorcycle such as this, in a game: tell me how you want it, il give it a shot and il give you the OBJ
UT, if i remmeber takes only tris, it takes only texture, and spec? or if u got a better engine...wow i just typed engina three times before i got that right...haha
dont worry about sizes and stuff, this comes when you choose an engine to show it in^^
this phase of the progress is called "optimisation"
but overall which engine should I shoot for? i think the UT2k4 with a polycount of 5K, and if they use spec maps, then i'll go with that, since i wanna use a spec map for this reallllly bad =D
rawr
otherwise you can use whatever you want with an editor, but the unreal engines are very easy to use for developpers, you could also use ute :P
for only using diff + spec you could also use b3d, its crappy but fits for gamedesign beginners (there is also a b3d pipeline out there for 3dsmax 5-8)
sometimes i forget about model viewers like that...do you know of any viewer that takes, normal, spec, diff?
or would a viewport shader suffice?
(p.s. ganna google view port shader right now)
crazybump has a pretty neat modelviewer, just as i said
and xnview too (supports even more maps than crazybump)
what reference are you using?
cuase i dont haha =D
(wish i did tho)
i did a quick paintover for minor tweaks
sorry for the simpleness of the drawings, but I hope the help support ideas for distributing vertics at crucial rounded points like the windshield (unless it's really that sharp)
just quick notes to move some vertices to give it more volume, if you see the mesh as lines with a vertex in a curve being the highest ploint from where the surface extends fa. you can use little effort and recource to describe a lot of surface
on the wheel, I know many (maybe oldschool or the idea of that is bonkers anyway but counting seems to proove otherwise) would point that out, but if you loos the vertex int the middle of your wheel you can save polys, if you want to mirror your texture you still have a dividing line horizontally or vertically
under the seat you have this funky square with 2 rows of edges running through it that aren't really doing anything, i think you could loose them or round it off, dunno, i don't really know motorbikes to well
here goes
oh, and welcome allthough i'm not that present here
and sorry for the crappy handwriting
The wheels bother the hell out of me... Way too low poly in comparison to everything else. That diamond shape in the middle of the bike has so many cuts in there and I have no idea what they are doing to improve the shape of the bike.
The seat needs rounding off (like Prs-Phil pointed out in the paintover).
Keep at it, and welcome to Polycount.
-caseyjones
ne suggestions for the front, like the windshield? any would be nice, if not il figure somethin out haha, thanks for the pic of the back wheel too BTW...that was helpfull!
...im thinking of using alpha as spokes, and a spring that wraps in a coil...wudda you think?
kinda doin a little "face" in the front...prolly like a mean shark looking thing thats "spray painted" on the bike..idk i guess il play with it but here it is
But if it's temporary, ignore me,
btw, is it just me or are the tires on a real bike less edgey and more rounded?
also, thats a temp thing for the fork haha, ur guess was right lol
more too come soon i got school tom. night ganna show teacher....
Secondly, if you are going to make them relatively simple, you would be better off modeling the spokes instead of using a double sided alpha map. For platforms it would be a bigger performance hit doing that than simply adding a few hundred more tris.
rawr
funny my teacher said the same thing as a first thought too haha, anything else?