TimFerry15 wrote:Does 14,460 tris include the wheels? If so, how many tris are just the wheels, so we can get an idea how much only the bike is.
But to get an idea on how others have layed out their bike's UV's, you can simply look at their wireframes: Wilson's Crf250 DJ's Yz250F
A couple things that you want consider:
-Make sure that the front end parts that you see in the first person camera have enough texture space so they aren't blurry.
-Obviously, the plastics are one of the biggest objects on the bike, so they are usually the biggest on the layout.
-DJ found out that you need to map both sides of the frame seperate, so the normal maps don't become flipped on one side.
We usually use a 2048x2048 pixel texture for the whole bike.
The only things that i can see odd on the model is that the clutch cover is a little low poly, since you will see the profile of it very easily in screenshots. And also, it looks like the bars have too much upsweep (i think that's the word for it) for the rider's hands to fit in mx simulator.
I hope this helped.
I think the clutch cover definition is fine. The normal map can make that "inner ring" look perfectly round, which will in turn make the outer ring not look so bad.
14000 tris would be OK for a HD model if the wheels werent counted, as long as you make some good lods
Bike looks great Break. Maybe you should consider making the shrouds+tank+seat+side number plates+rear fender one piece. This makes it unwrap neater, and cuts down on a fair few polygons.
Try looking around the forums better, I believe a couple pages back StevoKTM uploadedsome preview pics of his Fox Retro Gear... He's going to release it sometime soon.
Thats not Washougal kits though. Mines the one he hasnt done, he did the range of the fox retro kits, not the Washougal.
TimFerry15 wrote:Does 14,460 tris include the wheels? If so, how many tris are just the wheels, so we can get an idea how much only the bike is.
But to get an idea on how others have layed out their bike's UV's, you can simply look at their wireframes: Wilson's Crf250 DJ's Yz250F
A couple things that you want consider:
-Make sure that the front end parts that you see in the first person camera have enough texture space so they aren't blurry.
-Obviously, the plastics are one of the biggest objects on the bike, so they are usually the biggest on the layout.
-DJ found out that you need to map both sides of the frame seperate, so the normal maps don't become flipped on one side.
We usually use a 2048x2048 pixel texture for the whole bike.
The only things that i can see odd on the model is that the clutch cover is a little low poly, since you will see the profile of it very easily in screenshots. And also, it looks like the bars have too much upsweep (i think that's the word for it) for the rider's hands to fit in mx simulator.
I hope this helped.
I think the clutch cover definition is fine. The normal map can make that "inner ring" look perfectly round, which will in turn make the outer ring not look so bad.
14000 tris would be OK for a HD model if the wheels werent counted, as long as you make some good lods
Bike looks great Break. Maybe you should consider making the shrouds+tank+seat+side number plates+rear fender one piece. This makes it unwrap neater, and cuts down on a fair few polygons.
Cheers guys. 2048x2048? Thats huge no? Wouldn't it be better with say a 512x512 for wheels and tyres. Then 2 1024x1024's for plastics and engine/rest of bike stuff? Or is it better using one texture for all?
I was just thinking, im suprised no one modeled a front disc guard yet. I don't know if its possible, but maybe it would be easier to release a new wheel pack that included the disc guard as part of the wheel model. Just an idea....