2011 Kawasaki KX250f

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attacker5
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Re: 2011 Kawasaki KX250f

Post by attacker5 »

Thanks a lot for the comments, robbimagg, i have been looking for a front view for ages, just couldn't clearly see the front plate in any of them, using your picture, i got the plate almost perfect i think. I agree, it was WAY off at the beginning.

As of the side plates, there used to be a very harsh line in the middle, i thought this would some nice lighting but i think i messed that us, so i took that line away, what do you think of it now?

"He means next update"
LOL im such an idiot! I get it now. Dont know how i messed that?

New Front and Side Plates:
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As always please comment. :D
Pumaxcs
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Re: 2011 Kawasaki KX250f

Post by Pumaxcs »

The back plate end to aruptly. It should be a smooth line going towards the rear fender. The shroud has the jagged edge at the top part where it should be a smooth flowing peice. Same for the front plate edge. The shape looks alot better but that sharp edge should be smooth.
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attacker5
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Re: 2011 Kawasaki KX250f

Post by attacker5 »

Ok Big Post:

Firstly:
- I decided I will use my own front end instead of Eskwaad's, simply because I want to be different to all the other bikes and I personally think my front end is quite nice indeed.
- I Have fixed the hard edges on the numberplates. They look almost the same, but they are completely rebuilt and have 100% clean geometry. Overall a much better package.
- I have also added a kill switch to the left side of the handlebar.
- I fixed the deformation on the old front plate, in my previous post you could see a small kink in the lower part of the plate's side.
- Now I am using Softimage XSI, in xsi you can set if a edge is Hard Creased or smooth. I want to know if this has an effect in the game or will blender just make the entire model hard edged?

I have finished everything on the bike, only need to finish the engine and exhaust system.

Important Question
After I have finished the whole model,

1) How do I know if the handlebars are the correct width and are in the right position, meaning the hands from the rider will fit perfectly.
2) If i adjust the geometry in Blender, will I have to UV map everything again?

Steps to take: (Tell me if I am right)

Model the whole bike.
Separate it into the 6 objects.
UV Map everything as 1 map.
Make a High Detail Version.
Generate a Normal Map and a Ambient Occlusion Map.
Make a template.
Make first skin.
Export as OBJ into blender.
--- --- --- How do you get everything lined up? --- --- ---
Export as JM with the correct names.
Package as necessary.

Update:
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I have also noticed that the cables from the front brake lever intervene into the barpad from the fatbar type. I will fix this also soon.

Thank You. :D
DJ99X
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Re: 2011 Kawasaki KX250f

Post by DJ99X »

Mighty fine looking bike you have there.

Blender doesn't support the 'creased edge' thing you speak of. I would assume that blender would import it as a smooth model.

I would recommend getting the bike into the game before you UV map it, just to make sure you have scaled everything properly. Once you have the bike at the right size, with the right pivot points placed, you should be able to re-export the bike back to your program to UV map. Hopefully, at this point, you can throw the bike back and forth between Blender and your software without having to rescale/re-pivot each time.
attacker5
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Re: 2011 Kawasaki KX250f

Post by attacker5 »

Ok thank you DJ, i understand what you mean by exporting and importing, but i have absolutely no idea of getting the bike to fit inside the game. I have tried before on a simply bicycle before just to test and i failed dramatically. Will you be able to get it scaled right in blender and send me the file back. I am more than happy to trust you with the obj if you could do that for me, if you could please just keep the file to yourself. Would be great if you could do that, thank you DJ. :D
DJ99X
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Re: 2011 Kawasaki KX250f

Post by DJ99X »

Sure, why not. Send it to me when your done
Kawasakis
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Re: 2011 Kawasaki KX250f

Post by Kawasakis »

Man this is sick,cant wait for this baby. Post wireframe as soon as you finish it. THANK YOU for doing this. :)
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attacker5
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Re: 2011 Kawasaki KX250f

Post by attacker5 »

Kawasakis wrote:Man this is sick,cant wait for this baby. Post wireframe as soon as you finish it. THANK YOU for doing this. :)
No Problem man, just a question:

What can you people do with the wireframe? Just make base skins and then send it to me to put under the template or how does it all work?
Thank you. :D
Kawasakis
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Re: 2011 Kawasaki KX250f

Post by Kawasakis »

Well yeah,wireframe what is all about: skins,normal maps,spec maps,template of course.
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Kawasakis
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Re: 2011 Kawasaki KX250f

Post by Kawasakis »

Well yeah,wireframe what is all about: skins,normal maps,spec maps,template of course.
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attacker5
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Re: 2011 Kawasaki KX250f

Post by attacker5 »

Ok time for an update and time for my eyes to rest! Been working on this thing almost all day. :lol:

Notice the two different bar pads like you guys requested.

Tri Count:
Renthal Round Barpad: 9917
Fatbar Barpad: 9765

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I think i am actually done with the modeling part now, a load of object merging and name changing and the the dreaded UV mapping. :shock:
DJ i will send you the model first. How will you do it, will you send me it back as an obj or how will the process be done?

Thank you very much everyone for the support so far.
Please comment and discuss! :D
Kawasakis
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Re: 2011 Kawasaki KX250f

Post by Kawasakis »

attacker5 wrote:I think i am actually done with the modeling part now
Looks awesome and everything just i think you forgot the pipe :lol:

And if you might do race version of it you should do this (how its called? bomb or something?)
Plus Hand guards would be awesome.

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attacker5
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Re: 2011 Kawasaki KX250f

Post by attacker5 »

Kawasakis wrote:
attacker5 wrote:I think i am actually done with the modeling part now
Looks awesome and everything just i think you forgot the pipe :lol:

And if you might do race version of it you should do this (how its called? bomb or something?)
Plus Hand guards would be awesome.

http://motocross.transworld.net/wp-cont ... 8X1073.JPG
ahahahah lol :lol: :lol: :lol:

I purposely left out the pipe because i am not sure what pipe I am going to use yet, i hope to figure a way of using 2 or 3 different ones, yes i am defiantly going to make the Header Bomb. :D

Hand Guards:
I am not sure about hand guards, personally I HATE them, but it isnt just for me so i might actually put some on seeing i have some polys left anyway. :D

I am glad you like it. Tomorrow the skinning starts! :shock:
Kawasakis
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Re: 2011 Kawasaki KX250f

Post by Kawasakis »

Thanks,awesome!
You can put Hand guards,and when someone gonna do skin they can alpha cut it and they wont show up in game,i think.
I definitely gonna do some skins on this sexy boy haha
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born2ride #771
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Re: 2011 Kawasaki KX250f

Post by born2ride #771 »

very great job!
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