Upcoming Models #2

Post about creating and skinning models here
Post Reply
Boblob801
Posts: 3998
Joined: Mon Nov 16, 2009 4:59 am
Team: <3 Andy
Location: New Zealand
Contact:

Re: Upcoming Models #2

Post by Boblob801 »

m121c wrote:10x more not so much... But higher? Forsure. My model, and by the looks of it, Jays models are much more detailed than the older ones. I may not know when to stop with that part... :lol:
Oh sweet jesus, you wait till you see Jays, he's got the air filter, the bolt for it. My god, he even has the brake pads.

As for lods, JLV mentioned that there is an issue with having lot's of lods. I remember it was to do with tracks though. So take that with a grain of salt.
Hi
m121c
Posts: 3056
Joined: Sun Feb 27, 2011 5:36 am
Location: Iowa

Re: Upcoming Models #2

Post by m121c »

SMR 510RR wrote:
What Indiana? The latest one has no LODs on the trees. :?
Why gotta do that to me... :lol: For real though, I definitely misunderstood Peter. When you turn down your render distance so you don't load the 100 tree's across the map it cause a big "skip" or "hit" to your computer when it loads them. Another issue was the super-sampling for the alpha in the leaf textures.

I completely understand my Honda is too detailed polygon wise, I am more than likely going to test LOD's out with the people who get an early version. My main issue though is texture space with this game... like I said I can already have 1500mb taken up with a blank track.

If I delete the chain I'll save roughly 15,000 tris so I mean that is one option I can do to help it out. :lol:
Boblob801 wrote:Oh sweet jesus, you wait till you see Jays, he's got the air filter, the bolt for it. My god, he even has the brake pads.
If I remember right though, Jay has said that his Kawi really isn't intended to be for MXS.
SMR 510RR
Posts: 2526
Joined: Sun Apr 08, 2012 6:36 am
Team: Privateer

Re: Upcoming Models #2

Post by SMR 510RR »

m121c wrote: Why gotta do that to me... :lol: For real though, I definitely misunderstood Peter. When you turn down your render distance so you don't load the 100 tree's across the map it cause a big "skip" or "hit" to your computer when it loads them. Another issue was the super-sampling for the alpha in the leaf textures.
Hmm, that is interesting. My guess is that if its super close when it loads there is a lot of detail all at once vs. slowly increasing the detail as you get closer. Interesting though.

I assume you are using a 4k texture for your bike?
m121c
Posts: 3056
Joined: Sun Feb 27, 2011 5:36 am
Location: Iowa

Re: Upcoming Models #2

Post by m121c »

SMR 510RR wrote:
m121c wrote: Why gotta do that to me... :lol: For real though, I definitely misunderstood Peter. When you turn down your render distance so you don't load the 100 tree's across the map it cause a big "skip" or "hit" to your computer when it loads them. Another issue was the super-sampling for the alpha in the leaf textures.
Hmm, that is interesting. My guess is that if its super close when it loads there is a lot of detail all at once vs. slowly increasing the detail as you get closer. Interesting though.

I assume you are using a 4k texture for your bike?
2k x 4k. For lower end computers you could probably get away with 1k x 2k diffuse/spec and a 2kx4k normal map and you wouldn't notice a difference, haven't tested it to see what it would look like though.
Pottsy
Posts: 223
Joined: Wed Jul 23, 2014 5:35 am
Team: Privateer

Re: Upcoming Models #2

Post by Pottsy »

hearing "4k" associated with templates gives me boners. Just wanted to throw that out there.

m121c if your bike is high detail to where we can actually read the logos in game when zoomed in I will be your butt buddy for LIFE
aeffertz
Posts: 4039
Joined: Sat Sep 06, 2014 7:01 am
Team: Studio ATE
Location: Wiscansin

Re: Upcoming Models #2

Post by aeffertz »

You can already do that, though... That's more of the skin than the model's job.
Image
Pottsy
Posts: 223
Joined: Wed Jul 23, 2014 5:35 am
Team: Privateer

Re: Upcoming Models #2

Post by Pottsy »

aeffertz wrote:You can already do that, though... That's more of the skin than the model's job.
Yeah but depending on the size of the logo and place on the bike, it gets to pixelated to read. But that high res temp will allow smaller logos to be more legible.
Pottsy
Posts: 223
Joined: Wed Jul 23, 2014 5:35 am
Team: Privateer

Re: Upcoming Models #2

Post by Pottsy »

Even if it does look the same as a 2k by 2k template at lower graphic settings or from a far, its the close up screenies that will appreciate it more.
m121c
Posts: 3056
Joined: Sun Feb 27, 2011 5:36 am
Location: Iowa

Re: Upcoming Models #2

Post by m121c »

With my Honda I am working with a system where you can actually make your graphics in Illustrator, that way you don't pixelate the logos and stuff just moving/rotating/sizing them around and then you can just move it over into photoshop as a smart object. Or you can still do it in Photoshop which ever you want.

I will most likely release a cutout to the bike when I start accepting early access payments. There is some news on the project itself I will be sharing soon as well.
vortexracingleader
Posts: 1195
Joined: Sat Jan 12, 2013 1:49 am
Team: MotoRAD

Re: Upcoming Models #2

Post by vortexracingleader »

m121c wrote:With my Honda I am working with a system where you can actually make your graphics in Illustrator, that way you don't pixelate the logos and stuff just moving/rotating/sizing them around and then you can just move it over into photoshop as a smart object. Or you can still do it in Photoshop which ever you want.

I will most likely release a cutout to the bike when I start accepting early access payments. There is some news on the project itself I will be sharing soon as well.
thats very interesting, you mind explaining how you go about doing this?
Image
Benjii_D
Posts: 314
Joined: Fri Feb 08, 2013 10:30 pm
Contact:

Re: Upcoming Models #2

Post by Benjii_D »

vortexracingleader wrote:
m121c wrote:With my Honda I am working with a system where you can actually make your graphics in Illustrator, that way you don't pixelate the logos and stuff just moving/rotating/sizing them around and then you can just move it over into photoshop as a smart object. Or you can still do it in Photoshop which ever you want.

I will most likely release a cutout to the bike when I start accepting early access payments. There is some news on the project itself I will be sharing soon as well.
thats very interesting, you mind explaining how you go about doing this?
I did this with my atlas brace. just make an AI document the same aspect ratio as the psd make a vector cutout, save and open in photoshop as the resolution you want. The end result will technically not be higher quality but skinning with AI will make sure you get the best out of every pixel if that makes sense. :)

Making some progress with the instincts slowly but surely :)
https://sketchfab.com/models/0bb38e4851 ... 0e23b87805
m121c
Posts: 3056
Joined: Sun Feb 27, 2011 5:36 am
Location: Iowa

Re: Upcoming Models #2

Post by m121c »

Pretty much what Benjii said.

Professional as Benjii, great work dude.
vortexracingleader
Posts: 1195
Joined: Sat Jan 12, 2013 1:49 am
Team: MotoRAD

Re: Upcoming Models #2

Post by vortexracingleader »

thank you! might have to try that with yamaha! in that preview that is the low poly with bakes correct? if so they are looking amazing... i cannot wait to see them in game.
this is my current progress on my Yamaha motor. still far from completion but really happy with the quality of it.. i can afford to make it rather high poly as the bike without the current motor is like 15k tris... so i plan on making this motor rather detailed.. feedback would be great!
Image
Image
Image
Image
nickuzick
Posts: 3278
Joined: Mon Oct 14, 2013 9:42 pm
Location: Nova Scotia
Contact:

Re: Upcoming Models #2

Post by nickuzick »

Image
Looks amazing. Can't wait to see it on the bike in game.
Image
Benjii_D
Posts: 314
Joined: Fri Feb 08, 2013 10:30 pm
Contact:

Re: Upcoming Models #2

Post by Benjii_D »

Yes Damien it's the low poly with bakes you can turn on the wire and diffuse and stuff like that on sketchfab. polycount is slightly below 1650 tris
Post Reply