Um thank you I guess but... where exactly do you see them?
Well, to me it feels like the hull you got now is several parts melted together. I think it should be split up more to make the shapes clearer.
I see most "errors" on the rear half and around the cylinders. That's where it looks like stuff's melting together.
Done? Ahh come on man. Start noodling some detail in that dash and seat. You have a ton of areas you could add some more detail into. Looks good though man.
Good stuff! I like how you udated the front turbine like things. Similar to the bottom ones now, and nicely incorporated (I hope this is correct english) into the bodywork. One thing as well .. dont forget footrests!
I think you should bulk up and round out the seating area, right now it's not really reading as seating and looks like it'd give you one hell of a wedgie after riding for a bit. Also consider some stirrups/foot pedals/etc to rest the feet on. Maybe you should try taking a standard Biped and posing it over the bike to get a feel for how to build it around the rider a bit more?
The shape of the bike looks good. Something that I've noticed that others haven't mentioned are the thrusters. Atm the walls are a little too thick and are solid so they don't look like they can flex like real jet thrusters. Looking forward to updates.
See the red cringle? Thats how blender show's a mesh's face count. Question is...
I converted my mesh all to triangles... and the facecount is 798 - Is that the final polycount now? Is that accepted by the rules or something
Interesting, is working with it triangulated affecting your workflow at all? Don't know anything about Blender myself, sorry. Making good progress, keep it up!
smooth like a baby`s bottom! Nice polycount too, I too think that Jesses was a bit to generous with the 8.5k polycount. Good luck with the textures man.
hmmm...the dashboard could use some more geometry, like the gauges for example. Same goes with the fuel cap. I would actually add a lot of geometry for what its left to make things pop out a bit more...dunno, maybe you need some rear mirrors too?
Replies
Last update for today:
Well, to me it feels like the hull you got now is several parts melted together. I think it should be split up more to make the shapes clearer.
I see most "errors" on the rear half and around the cylinders. That's where it looks like stuff's melting together.
Thanks though.
More stuff: Started with the seat
I'm done with the highpoly now.
Lowpolytime
If there's detail I want to add I guess I'll use floaters so I wont have to break up the main mesh again.
And most of the stuff I want to add to the leather can be done in photoshop a bit easier
Thanks though
Here's what I mean.
oh and gas cap.
An update on the lowpoly and sort of a question:
See the red cringle? Thats how blender show's a mesh's face count. Question is...
I converted my mesh all to triangles... and the facecount is 798 - Is that the final polycount now? Is that accepted by the rules or something
Current triscount is 1499
I guess I'll mirror some of the uv parts except for the top parts and some other things.
Anyway thanks^^
okey... Uv wip:
I know that there are empty spaces but they are planned for stuff like the controls and pedals.
And a first fullbake without the mirrored parts current triscount: 2854
Note: need to give some extra tries to the rudders but basically thats it
Ok triscount is 3832 with the mirrored parts. texture is 1024 as stated in the rules.
Fixed nearly every nasty baking error by now, looks like this:
e:/ Triscount is at 4370 now, will add some details that are left in the hp and then its time for the final bake I guess.
Normalmap:
cause if not I would bake out the Ao map now...
e:/ meh wrong link