Upcoming Models #2
Re: Upcoming Models #2
Il be happy to retopo that for ingame use, depends on what you like.
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Re: Upcoming Models #2
Wut?attacker5 wrote:Il be happy to retopo that for ingame use, depends on what you like.
Re: Upcoming Models #2
Retopo is when you work over a high poly and make it a low poly using the geometry data from the high, so its quite fast. Then we can possibly even use your cad model as a normal bake, should look real sick if we can pull it off.
Re: Upcoming Models #2
Im interested to see how they are going to do the plastics in Cad. That's if you plan on doing that. Definitely cool though.
Re: Upcoming Models #2
CAD programs don't operate the same way that solid modeling programs work. You can zoom in forever on a CAD model and it will still show the same level of detail. There are no polygons per say like there are with solid modeling. Only when you export do you specify the amount of detail you would like (polygon count). The program then does its best job to interpret how to produce a polygonal model.Boblob801 wrote:To be Honest I think he will have to use a 64x64 pixel map or it will crash everyones game. Theres more polys in that brake level than there is in a normal mxs bike760Liam wrote:If you're already going that much into detail with the model, are you going to use a 4k map?
With that said I'm pretty sure its not meant for sim.
As far as plastics go, ask shadow. He did much more than I but we were joint working on a kx125 in solidworks. Plastics are difficult if you don't have references and dimensions. The actually surface modelling isn't too terrible but it has a steep learning curve.
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Re: Upcoming Models #2
I dont need to worry about plastics, me and Benji are working together and he uses blender and is currently making the plasticsddmx wrote:CAD programs don't operate the same way that solid modeling programs work. You can zoom in forever on a CAD model and it will still show the same level of detail. There are no polygons per say like there are with solid modeling. Only when you export do you specify the amount of detail you would like (polygon count). The program then does its best job to interpret how to produce a polygonal model.Boblob801 wrote:To be Honest I think he will have to use a 64x64 pixel map or it will crash everyones game. Theres more polys in that brake level than there is in a normal mxs bike760Liam wrote:If you're already going that much into detail with the model, are you going to use a 4k map?
With that said I'm pretty sure its not meant for sim.
As far as plastics go, ask shadow. He did much more than I but we were joint working on a kx125 in solidworks. Plastics are difficult if you don't have references and dimensions. The actually surface modelling isn't too terrible but it has a steep learning curve.
Re: Upcoming Models #2
That looks nice Stevo! As for the norms, the rivets look like they're inverted. Couldn't just be me though...
Re: Upcoming Models #2
Well the only problem I see is the rivets are recessed in the band. Not hard to fix.
Re: Upcoming Models #2
Still not final, going to do some more work on the diffuse but I fixed the rivets.
Hi
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Re: Upcoming Models #2
Looks clean man,good job!
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Re: Upcoming Models #2
That looks great, good job !
André Santos
2015 Arenacross Champion | 2015/2016 EMF 450 SX 4th O/A | 2017 rF SX 250E 5th O/A
Re: Upcoming Models #2
just tried to make my first model for mxs, thanks to Hunter Poarch to exported it and Maxime9014 for the help!
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Re: Upcoming Models #2
FUCK YEAH ORTEMA! I have it in real life, i can send you as many pics as you want, pm me or pm me on facebook
motoxjeff#7 wrote:JLV do you ever just sit back, and say " DAMN I made this game"? lol
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Re: Upcoming Models #2
Hey Guys Me and Ryan Vickers...We are new at modeling and we decided to start on the 2014 yz450f.. we started once yamaha released there photos of the bike and we have been working on the bike for about 2 months now... This is our progress.... We are gonna be using DJs front fender as it is still the same...