yes i understand what you are trying to say, what im saying is your normal map got messed up somewhere in the process therefore making the model in game look like crap, and your color map is alright, though your shading is super messed up, did you even see the insane problem with the forks, there is a huge noticeable crease in the back of them, and your spec map is absolute garbage, also the materials applied to the model are trash as well because the plastics turned out a white/lime green mix and your pipe is yellow when the color map i made for it is clearly bronze meaning that you didnt have any good materials applied to anything on the bike, and your fork tubes are matte. here is a tutorial for materials use in blender, this will help out a lotRamonGS #182 wrote:srry, this is to FullwoodRamonGS #182 wrote:yes I already did for me to render, but does not compare, render models, and models for mxs, for mxs you have to do high, extract a good normal map, make texture, spec between and create a good PSD. High poly you only do UVM of plastics the rest places materials and rendersD_ROY178 wrote:I Agree with Kyle's perspective, its a great first bike, better than any of the trash I make. Biggest areas for improvement imo would be fixing the norms, and in the future possibly make the bike slightly wider? In 3rd person it seems rather skinny like the older models used to be. Also when making a bike, you sometimes have to used your own initiative to bridge to gap between replicating the model and making it work for sim (pivot points). Dont be disheartened by the reponse from everyone, not long ago this would have been considered a top tier model. Great start.
Blender 2.79 Tutorial 4 : https://youtu.be/9AHxuoYyJJk
and here is a tutorial on making a shading map using ambient occlusion, in my understanding it is the best way to make high quality shading.
Shading in Blender: Baking an Edge Map Using Ambient Occlusion: https://www.youtube.com/watch?v=RhMEBKuPYXY
and finally, this is what i recommend everyone use to create a color map, spec map, or Edge Map if you are just starting out, it is $20 a month, but very much worth it, i love using it although it does have a similar learning curve as blender, so i like to watch the youtube videos they have, it is a great and intuitive series on everything involved in the program and i think it would make an amazing looking model.
https://www.substance3d.com/products/substance-painter
here is their tutorials playlist
https://www.youtube.com/watch?v=kKGSAHL ... 8PHhkCRhFP
I've said this before and ill say it again, you do have a talent in making models, but i feel like if you just spent more time on it, you would have a much better outcome, never mind the modeling. your time would be better spent simple on perfecting the PSD. i feel like you are too involved in the wrong details and you are not focused on the ones that really complete the model such as the shading, spec map, and materials list. take Jeremy's bikes for example. if there was a sub par spec map and materials list, his bikes wouldn't look half as good as they currently do, and the spec map he helped make for the Fox V3 helmet is out of this world. also the spec map is clearly visible on the KTM and Husky gas tank and gas cap, and its those details that set it apart, i would like to see you put more effort in to this bike as i do truly believe it could be an amazing work of 3D art and could possibly even reach the bar that Jeremy has set in the modeling community, so ya theirs my speech, hopefully you don't ignore it as it contains very valuable information.