Kawasaki kx250 w.i.p
-
- Posts: 402
- Joined: Wed Apr 18, 2012 3:40 pm
- Team: Lindqvist Racing
- Location: Ronneby. Sweden
- Contact:
Kawasaki kx250 w.i.p
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
If you feel like a nice person and happen to own a kx250 feel free to post as many pictures as you like
-
- Posts: 402
- Joined: Wed Apr 18, 2012 3:40 pm
- Team: Lindqvist Racing
- Location: Ronneby. Sweden
- Contact:
Re: Kawasaki kx250 w.i.p
I forgot to add, 03 or newer kx250's
-
- Posts: 576
- Joined: Sat Sep 12, 2015 4:17 pm
- Location: Germany
- Contact:
Re: Kawasaki kx250 w.i.p
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)
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)
-
- Posts: 402
- Joined: Wed Apr 18, 2012 3:40 pm
- Team: Lindqvist Racing
- Location: Ronneby. Sweden
- Contact:
Re: Kawasaki kx250 w.i.p
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 problemjonracer594 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)
-
- Crushed Dissenter
- Posts: 100
- Joined: Sat Dec 16, 2017 9:46 am
- Team: Privateer
-
- Posts: 402
- Joined: Wed Apr 18, 2012 3:40 pm
- Team: Lindqvist Racing
- Location: Ronneby. Sweden
- Contact:
Re: Kawasaki kx250 w.i.p
Already got those but thanks either wayJim Kinson wrote:
-
- Posts: 402
- Joined: Wed Apr 18, 2012 3:40 pm
- Team: Lindqvist Racing
- Location: Ronneby. Sweden
- Contact:
Re: Kawasaki kx250 w.i.p
Alright i started on the frame, it's really crude but what are you going to expect from a amateur modeler
-
- Posts: 402
- Joined: Wed Apr 18, 2012 3:40 pm
- Team: Lindqvist Racing
- Location: Ronneby. Sweden
- Contact:
Re: Kawasaki kx250 w.i.p
Anyone know how many verts/tris bikes in mxs usually have?
Currently at 6k verts and 11.7k tris
Currently at 6k verts and 11.7k tris
-
- Crushed Dissenter
- Posts: 100
- Joined: Sat Dec 16, 2017 9:46 am
- Team: Privateer
Re: Kawasaki kx250 w.i.p
Jays ktm and Kxf have around 50k from memoryzebzone235 wrote:Anyone know how many verts/tris bikes in mxs usually have?
Currently at 6k verts and 11.7k tris
Re: Kawasaki kx250 w.i.p
a good model has around 15-20k polys
Re: Kawasaki kx250 w.i.p
No.michael30 wrote:a good model has around 15-20k polys
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.
-
- Posts: 402
- Joined: Wed Apr 18, 2012 3:40 pm
- Team: Lindqvist Racing
- Location: Ronneby. Sweden
- Contact:
Re: Kawasaki kx250 w.i.p
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 blockyJeremy150 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.
Re: Kawasaki kx250 w.i.p
Take a picture of it in edit mode instead, that way we can see the actual polygons.
-
- Posts: 402
- Joined: Wed Apr 18, 2012 3:40 pm
- Team: Lindqvist Racing
- Location: Ronneby. Sweden
- Contact:
Re: Kawasaki kx250 w.i.p
Jeremy150 wrote:Take a picture of it in edit mode instead, that way we can see the actual polygons.
Re: Kawasaki kx250 w.i.p
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.