Upcoming Skins and Shader Maps #2

Post about creating and skinning models here
DJ99X
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Re: Upcoming Skins and Shader Maps #2

Post by DJ99X »

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.
alanb_96
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Re: Upcoming Skins and Shader Maps #2

Post by alanb_96 »

Image
plx comment
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Joe
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Re: Upcoming Skins and Shader Maps #2

Post by Joe »

I like you should mix some colors up tho
MX196
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Re: Upcoming Skins and Shader Maps #2

Post by MX196 »

I would use the Scot ones all the time. They look good.
Jr Dirt Doctor#489
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Re: Upcoming Skins and Shader Maps #2

Post by Jr Dirt Doctor#489 »

Yea i cant wait for that to be released!
Wilmx829
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Re: Upcoming Skins and Shader Maps #2

Post by Wilmx829 »

Brushed the layers of dust off of photoshop because of this idea I had today. Keep going with the idea or come up with something else?

Image
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Mx-Josh #88
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Re: Upcoming Skins and Shader Maps #2

Post by Mx-Josh #88 »

Judge wrote:
Mx-Josh #88 wrote:I deicided to make the Fox retro Washougal. :) tell me what you think of it so far...
http://www.racerxonline.com/UserFiles/i ... hougal.jpg

I know about the knee part on this, i have made the fox logo smaller, and places it in correct places...
http://img836.imageshack.us/img836/1931/31092592.png

http://img268.imageshack.us/img268/5749/preview2o.png

http://img153.imageshack.us/img153/3893 ... eview1.png

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.
Image
Judge
Crushed Dissenter
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Re: Upcoming Skins and Shader Maps #2

Post by Judge »

MxSimulator Search bar wrote: ---> StevoKTM's <---
Image
---> Yours <---
Image

I take it this must be the Fox Limited Tenesee Edition then..?
Break.
Posts: 77
Joined: Sun May 17, 2009 4:06 pm

Re: Upcoming Skins and Shader Maps #2

Post by Break. »

DJ wrote:
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?
yzmxer608
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Re: Upcoming Skins and Shader Maps #2

Post by yzmxer608 »

The wheels are a separate model that are textured by themselves. The rest of the bike has to be on one texture.
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Duckstream
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Re: Upcoming Skins and Shader Maps #2

Post by Duckstream »

yeah, 2048 scale for the bike but idk i think 1024 is enough for wheels (if you plan to map them too :) )

but its great that there's a new modeler here again, welcome...(back if you were here early)
staydown
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Re: Upcoming Skins and Shader Maps #2

Post by staydown »

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....
KTM57
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Re: Upcoming Skins and Shader Maps #2

Post by KTM57 »

YES!
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Pumaxcs
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Re: Upcoming Skins and Shader Maps #2

Post by Pumaxcs »

Don't think that would be bad. Wouldn't really interfer with the fork models at all.
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tyskorn
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Re: Upcoming Skins and Shader Maps #2

Post by tyskorn »

I'm pretty sure the disc guard would spin if you put it on the wheel model.
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