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Kawasaki kx250 w.i.p

Posted: Sun Jan 07, 2018 3:36 pm
by zebzone235
I thought i'd actually (hopefully) finish a project, i've been wanting to do a kx250 for a while now since to my knowledge it's the only bike in mxs that hasn't properly been done, why i'm starting this thread without any progress is that i'm searching for reference pictures for the engine, the frame and the swing.

If you feel like a nice person and happen to own a kx250 feel free to post as many pictures as you like

Re: Kawasaki kx250 w.i.p

Posted: Sun Jan 07, 2018 3:42 pm
by zebzone235
I forgot to add, 03 or newer kx250's

Re: Kawasaki kx250 w.i.p

Posted: Sun Jan 07, 2018 3:57 pm
by jonracer594
Dunno if any of these pics help, nor if its the ride year but its something atleast.
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I just googled ''2003 kawasaki kx 250 engine'' and randomly took some pics that looked good to me.(I know it are multiple engines but maybe you can merge them to one good looking or whatever)

Re: Kawasaki kx250 w.i.p

Posted: Mon Jan 08, 2018 9:24 am
by zebzone235
jonracer594 wrote:Dunno if any of these pics help, nor if its the ride year but its something atleast.
I just googled ''2003 kawasaki kx 250 engine'' and randomly took some pics that looked good to me.(I know it are multiple engines but maybe you can merge them to one good looking or whatever)
That second pic from the bottom is pretty useful, I can get the basic shape of the engine down no problem, it's all the nooks and crannies that defines the engine that's the problem

Re: Kawasaki kx250 w.i.p

Posted: Wed Jan 10, 2018 2:58 am
by Jim Kinson
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Re: Kawasaki kx250 w.i.p

Posted: Wed Jan 10, 2018 11:43 am
by zebzone235
Jim Kinson wrote:
Already got those but thanks either way

Re: Kawasaki kx250 w.i.p

Posted: Wed Jan 10, 2018 4:43 pm
by zebzone235
Alright i started on the frame, it's really crude but what are you going to expect from a amateur modeler

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Re: Kawasaki kx250 w.i.p

Posted: Thu Jan 11, 2018 2:05 pm
by zebzone235
Anyone know how many verts/tris bikes in mxs usually have?

Currently at 6k verts and 11.7k tris

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Re: Kawasaki kx250 w.i.p

Posted: Fri Jan 12, 2018 5:50 am
by Jim Kinson
zebzone235 wrote:Anyone know how many verts/tris bikes in mxs usually have?

Currently at 6k verts and 11.7k tris

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Jays ktm and Kxf have around 50k from memory

Re: Kawasaki kx250 w.i.p

Posted: Fri Jan 12, 2018 3:01 pm
by michael30
a good model has around 15-20k polys

Re: Kawasaki kx250 w.i.p

Posted: Fri Jan 12, 2018 9:34 pm
by Jeremy150
michael30 wrote:a good model has around 15-20k polys
No.

Can you show us a view of the wireframe? It looks like a lot of things can be heavily optimized, like the head tube and lower cradle. If you're not going to do a full 3d chain, then you'll want to shoot for around 30-50k tris.

Re: Kawasaki kx250 w.i.p

Posted: Fri Jan 12, 2018 11:21 pm
by zebzone235
Jeremy150 wrote: No.

Can you show us a view of the wireframe? It looks like a lot of things can be heavily optimized, like the head tube and lower cradle. If you're not going to do a full 3d chain, then you'll want to shoot for around 30-50k tris.
Sure thing, yeah the cradle needs to be redone, the spring idk, i kinda tried to keep it balanced so it's semi low poly but doesn't look too blocky

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Re: Kawasaki kx250 w.i.p

Posted: Fri Jan 12, 2018 11:34 pm
by Jeremy150
Take a picture of it in edit mode instead, that way we can see the actual polygons.

Re: Kawasaki kx250 w.i.p

Posted: Sat Jan 13, 2018 12:16 am
by zebzone235
Jeremy150 wrote:Take a picture of it in edit mode instead, that way we can see the actual polygons.
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Re: Kawasaki kx250 w.i.p

Posted: Sat Jan 13, 2018 1:03 am
by Jeremy150
Yeah I would definitely go less on the cradle. Try something like 12 sides. Also where you cut holes in the frame, if you leave it how it is, you'll end up with horrible shading in game. I try to keep any holes inside of a quad, so I can just use triangles to connect them. That will help a lot with your highpoly and bakes. You pretty much never want to go with a n-gon.