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Jet Moto Challenge - Kysterama

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Hi all, I just discovered this comp yesterday so I hope i have enough time left to complete it :P

I'm a terrible concept artist so i gathered a bunch of reference images for inspirado and just started sketching in 3d with shapes and splines. Here's my reference board ->

Inspirado_Board.jpg


I dropped in a posable character for scale reference and went to work ->

JetMojo.jpg


After a few hours I'm up to here and still not 100% locked into a solid design yet. I'll keep throwing shapes together and see what happens! lol

JetMojo2.jpg

As it stands, its 2400 tris at the moment. I'll get into some detailed stuff once i get my design locked down. Fun idea for a comp. I never played the games, but hover bikes are cool!

Replies

  • c0ldhands
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    c0ldhands polycounter lvl 15
    nice start dude, good to see more people joining in! One thing though, I think that maybe the bike will look cooler without the long things sticking out in the front...
  • Sage
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    Sage polycounter lvl 19
    nice I like it as is so far.
  • kysterama
    Thanks for the feedback c0ldhands :) After taking a break and looking at the shape and design again I agree with you (sorry Sage!) I do kinda like the feel of those jutting wing pieces so I tried to apply the concept in a different way and after more noodling came up with a design i am much more happy with. Its amazing how quickly you hit your poly limit ceiling though :(

    Time to start poly rationing and hopefully get most of my little details to show through in the normal map and texturing phase. I wanted to do a sick engine compartment, but I only have about 500 tri's left to play with! It would be awesome if the poly limit was just a wee bit higher but I guess that's where the challenge lies! :D

    Here's some renders and wireframes of the work so far ->

    JetMojo3.jpg

    JetMojo4.jpg

    JetMojo5.jpg
  • Zack Fowler
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    Zack Fowler polycounter lvl 11
    Great progress! The new design work is a significant improvement. I like what you're doing with the exhaust pipes, it kinda reminds me of the tentacles on the robots from the Matrix.
  • kysterama
    lol, now that you mention it, it does look a bit like a squidy from the matrix. :D
  • kysterama
    Spent most of the day doodling away on the high poly version of the bike. God knows how I'm going to get it all into that little 1024 normal map sheet, lol. I haven't done much normal map workflow before so this is sure to be educational :P

    Here's some viewport grabs from Max ->

    JetMojo10.jpg

    JetMojo7.jpg

    JetMojo9.jpg


    JetMojo11.jpg
  • c0ldhands
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    c0ldhands polycounter lvl 15
    already done with highpoly?damn I gotta hurry, but nice higpoly mate!
  • 3Drobbo
    heck yeah! looks great! love the shape / style of this machine of fury! edit* very 5th element!!! ;)

    Once you get some pipes and wires and such hanging off and out, it will really bring it to life. You can have heat burnt pipes, frayed wires, little dints, or you can go clean! nice paint, nice curves, shiney metal, so many possiblities with this piece!

    In my experience its the details that hardly no one notices at first that really make a good 3d model stand out from the crowd.

    Great work!
  • Jaiza
  • kysterama
    Jaiza, interesting proposal, but I just looked in my weekly business planner, and "awkward gay relationship" doesn't show up anywhere in my daily activities.

    Been sick the last few days but after looking more and more at my entry so far, I've come to the conclusion that my model has become less Jet Moto and more Halo Ghost hybrid. It's a little too sci-fi in other words.

    So I went back to the drawing board and started looking more closely at concept motorcycles and the Honda V4 caught my eye. So I started doing some more 3d sketching with that design in mind and based it being housed around a centrally placed jet engine with a few side steering thrusters.

    Here's the basic shapes so far which I feel are now adhering more to the central concept of the competition than my first attempt.

    Jet_Moto_01.jpg

    Jet_Moto_02.jpg

    And a quick paintover idea to force myself to start thinking about textures ->
    Jet_Moto_paintover.jpg
  • c0ldhands
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    c0ldhands polycounter lvl 15
    Interesting spin here, this model looks more related to the competition and in my opinion, and also looks better. This also provides more training with high poly modeling for you, I say its a good decision.
  • slave_one
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    slave_one polycounter lvl 18
    I'm with c0ldhands on this. Nice! Also like the way the 'jets' or 'turbines' or whatever they are called have a different direction.
  • kysterama
    Thanks for the comments guys. I was hoping you would like this design better so thanks for the feedback. Now I can go into detailsville with confidence ;) And the more high poly practice the better!

    Okay, here's some WIP before bed. Worked a bit on engine details and piping. Next I'll do upper area such as console, handlebars, windshield and seat. :)

    Jet_Moto_03.jpg
  • Zack Fowler
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    Zack Fowler polycounter lvl 11
    Yeah, this one definitely has much more of a racing sportbike vibe to it. The other one was cool but felt like a beefed up civilian hover scooter. One thing though, I've noticed you tend to make your modeled details too small to the degree where they won't read well on a bake. I'd recommend using from two thirds to half as many blades on the new front intake, and at most half as many serrations on the cylindrical part near the back of the main engine. Looking great though, and I really like the way the paintover looks.
  • kysterama
    Thanks for the great advice Zack :) I'm kinda new to normal mapping so these tips are invaluable as I go along!

    Here's some more modeling and another paintover idea

    Jet_Moto_paintover2.jpg

    And here is a straight render without paintover to give you an idea of where the geometry is right now ->
    Jet_Moto_04.jpg
  • kysterama
    I think i'm about done with high poly work. Not sure how well i'm going to go with normal mapping, but we'll see how it goes!

    Any pointers on how to better approach the next part or point out any glaring problems i'm likely to be running into are very welcome :)

    Jet_Moto_05.jpg

    Jet_Moto_06.jpg
  • throttlekitty
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    throttlekitty ngon master
    That looks really slick, keep it up!
  • aesir
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    aesir polycounter lvl 18
    as i imagine a person on it, the handlebars look really far away.

    It looks pretty awesome though! Looking forward to the finish.
  • kysterama
    I can't seem to stop myself modeling in more detail...must...stop!

    Played around with some glow ideas tonight and at the insistence of Titus's signature, i gave hypershot a go which gave a pretty impressive render in about 2 mins! (which you can see in the last two shots)

    Jet_Moto_07.jpg

    Jet_Moto_08.jpg

    Jet_Moto_09.jpg
  • slave_one
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    slave_one polycounter lvl 18
    Nice! .. Hypershot? Never heard of that .. but that looks nice. Actually, I think if you are able to get in some of that facetted stuff in the final, that would look really cool. Looks specially nice on the 'main engine'. And stop modeling in more detail! It's got enough ; )

    (seriously, I think the details are nicely balanced out as well)
  • Zack Fowler
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    Zack Fowler polycounter lvl 11
  • HAL
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    HAL polycounter lvl 13
    errr how's your triscount atm?
  • stimpack
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    stimpack polycounter lvl 10
    I enjoy this direction far more. looking nice! hypershot is a fun lil progy!
  • aesir
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    aesir polycounter lvl 18
    it's gotten pretty badass!
  • kysterama
    Thanks very much! I've finally drawn the line and started working the low poly. The high poly is around 1.9 million tris. I'll post low poly wip as i go :)
  • MoP
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    MoP polycounter lvl 18
  • 3Drobbo
    Hey Man! Loving the new renders!

    Cant wait to see you bake this to the low. Really interested to see how your map will be set out.

    I absolutely love how the big engine has a bike just attached to it! Looks great!

    Keep up the great work! and Hurry up! get this thing done!!!!
  • kysterama
    Thanks Rob! I've been stressing this week about how this normal map is going to turn out and whether it will work at all! This is my first high poly baking to normal map exercise so go easy on me :\

    This is the first unedited render of the normal map with an AO in the diffuse slot (Xoliulshader_1.3). I need to edit a fair bit in photoshop, but I'm mostly pleased with how it turned out and I got that sucker right down to 8,494 tris! I would like to thank Racer445 for his AK video tute as watching the baking section really helped me with this project!

    This viewport screen shows the low poly with wires and the low poly with normal map.

    Jet_Moto_10.jpg

    Time to get texturing!
  • Zack Fowler
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    Zack Fowler polycounter lvl 11
    Nice work, can't wait to see it with textures!
  • aesir
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    aesir polycounter lvl 18
    Normals came out very nice imho. Continue the awesome.
  • kysterama
    Thanks very much guys :)

    Here is my first night of texturing. Kinda tired so point out what looks terrible to me so i can fix it tomorrow :P

    To do:

    1.) Add in texture details (rivets, panels, points of interest)
    2.) Wear and tear pass (scratches, edging, paint peel etc)
    3.) All the engine parts are yet to be textured
    4.) pedestal or environment to compliment the scene
    5.) A tardis to send these files back to myself one week ago

    Thanks to Xoliul for his excellent shader!

    Firebird_02.jpg

    Firebird_03.jpg
  • 3Drobbo
    Look really good man, very nice.

    Love the Red colour you got there. It will start to get great when you add in the dirty bits here and there.

    Dont forget to try something cool with that windsheild, rivits... stickers.... bugs... its such a big part of the bike.

    bugs.jpg
    lol
  • MoP
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    MoP polycounter lvl 18
  • kysterama
    Jim Carey's awesome or my model? :P
  • [Deleted User]
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    [Deleted User] insane polycounter
    The user and all related content has been deleted.
  • kysterama
    I've almost finished the diffuse texture and then I'll get started on the specular. (at the moment i just have a 2nd copy of the diffuse in the spec slot in Xoliul's shader until i get around to doing a proper)

    One day to go!

    I rounded off the sharp edges of the glass canopy also raised the bottom of the glass upwards, giving the bike a bit of a nose in the process. I think it suits it better.

    Here's the work in progress Diffuse and Normal map textures if you want to check em out ->

    DIFFUSE
    NORMALS

    Firebird_Texturing_02.jpg

    Firebird_Texturing_02_side.jpg

    Firebird_Texturing_02_rear.jpg



    And I had a play in photoshop, compositing a few elements together for a beauty shot :)

    Composite-test_01.jpg
  • kysterama
    And having another tinker in Hypershot. Unfortunately it kills my normal map, unless there's a way to use normal maps better in the program. I can only find a bump slot and its not really working that great

    Firebird37.jpg
  • MoP
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    MoP polycounter lvl 18
    really cool stuff :)
  • Xoliul
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    Xoliul polycounter lvl 14
    You can get that same sort of reflections as in Hypershot with my shader, just depends on the cubemap. The one's I'm giving out on my site aren't the best, but you can find some commercial quality, free HDRI's to convert with CubeMapGen here:
    http://www.3six0.net/
    http://www.360hdr.com/
    http://www.hdri-locations.com/freesample.php

    Combine that with some tweaking of settings, Max 2010's SSAO and soft shadows, and this could look perfect.
  • 3Drobbo
    Nice links Xoliul

    I think the hypershot render looks cool, but its not doing it for me.... something is just weird with it.

    I would go with Xoliul's shader in max 2010 with SSAO and that stuff, as he said, tweek the settings play around abit and you will have a great piece on ur hands!

    You have a great model, just make sure you spend some time mucking around with lighting, try UT3 try Xoliul's shader, try marmoset, and see what you can do.
    You must feel the Force around you; here, between you, me, the tree, the rock, everywhere, yes.
  • kysterama
    Thanks for the advice Xoliul! Thanks also for a kick ass shader. :D This is the first project i've used it on as this is my first normal map project. 3Drobbo suggested it to me and i couldn't be happier with the results :)

    I grabbed the high res pack from that 3rd link you provided and it was perfect! The download came with background plates and everything at super high resolution. Once i converted the hdr to a cubemap, tweaked the reflections and lighting to suit, everything just fell into place :)

    Thanks also Robbo for the feedback. Yeah hypershot wasn't really working for this project especially with no normal map support (which is ludicrous at $1000 a license and I pretty much got the same results using Xoliul's awesome free shader and the print screen button!)

    I've learned more in the last week than i have in a long while so thanks for everyone's feedback and to polycount for giving me a competition that actually motivated me to get out of my comfort zone and to finish something for once, lol. Good luck to everyone!


    CountryRoad_Perspective_View_2.jpg

    CountryRoad_Side_View_2.jpg

    Jet_Moto_Kysterama_Beauty_Back_2.jpg





    Jet_Moto_Kysterama_Wires_Comparison.jpg

    Firebird_Description.jpg

    Jet_Moto_Kysterama_Maps.jpg

    I couldn't resist throwing in a big FLAME ON shot! (even though its riderless and looks rediculous, lol) Runaway jetbike!
    "Where we're going....we don't need roads..."

    Jet_Moto_Kysterama_Beauty_Side_FLAM.jpg
  • HAL
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    HAL polycounter lvl 13
    Nice :D

    Congrats on finishing as well
  • Zack Fowler
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    Zack Fowler polycounter lvl 11
    Excellent work man. :)
  • nrek
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    nrek polycounter lvl 14
    Great work kysterama!
  • kysterama
    Thanks very much! So whats next? Is there going to be a submission thread or something?
  • Monkeez
    I like product much so, Jet is credit to bike!
  • 3Drobbo
    Great work kysterama!

    Love the flames! both on the bike and behind it!

    Congrats on a nice bit of art!

    Cant wait to see more
  • Xoliul
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    Xoliul polycounter lvl 14
    Badass! Great to see you pull off the same result as Hypershot, I knew it was possible!
  • Joshua Stubbles
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    Joshua Stubbles polycounter lvl 19
    Came out great, kyst. Good work!
  • aesir
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    aesir polycounter lvl 18
    Yours came out lookin squeaky clean and polished. Mucho congrats on the finished piece.

    Too bad only a few of us finished this one though... I would've liked to see how some other entries turned out.
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