2009 KX250F

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mulishatroop88
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Location: Lake Havasu AZ

Re: 2009 KX250F

Post by mulishatroop88 »

ok jlv this is where the rider_body-xxxx option becomes useful in bike models :)
WHOA THERE
Wilson
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Re: 2009 KX250F

Post by Wilson »

You can have multiple bike models already.
Break.
Posts: 77
Joined: Sun May 17, 2009 4:06 pm

Re: 2009 KX250F

Post by Break. »

nickmx wrote:the back fender doesnt look right
Yeah at the very tip? I know its not finished yet...think im going to have to find a Kawasaki dealer and take some pics because im unsure how the sub-frame/fender/side plates meet...i'll sort it..just cant find a reference pic....i'll work on it when i finish work tonight and post a new update...
Break.
Posts: 77
Joined: Sun May 17, 2009 4:06 pm

Re: 2009 KX250F

Post by Break. »

Small update just an ambient occlusion render...the rear mud guard is sorted...ill work on it more tomorrow..not had much time as i thought tonight.
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hvpunk62
Posts: 2658
Joined: Tue Nov 04, 2008 11:42 pm

Re: 2009 KX250F

Post by hvpunk62 »

awesome looks more like an 08 though luiz is doing the 09 n im skinning it but continue
Mbutler183
Crushed Dissenter
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Re: 2009 KX250F

Post by Mbutler183 »

hvpunk62 wrote:awesome looks more like an 08 though luiz is doing the 09 n im skinning it but continue
nah them number plates definitely look like an 09
MXloverSam40
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Re: 2009 KX250F

Post by MXloverSam40 »

crossbar! no fat bars! i forgot to mention that but the kawasakis come with renthal 7/8 bars
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Break.
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Joined: Sun May 17, 2009 4:06 pm

Re: 2009 KX250F

Post by Break. »

Yeah i just hated cross bars when i rode...so i put fat bars on...I'll do both...also its more tris doing cross bars so i thought it might save a little :P...and its definitely an 09...everything is modeled exactly from it...its will look a lot better when I've textured it...i have tomorrow off work so I'll put in some work on it and hopefully get it all modeled so i can start unwrapping it...Break.
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DJ99X
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Re: 2009 KX250F

Post by DJ99X »

Looks awesome. What program are you using there?
Break.
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Re: 2009 KX250F

Post by Break. »

Autodesk Maya 2008...its like 3DS Max but I think the majority of Game Developers use Maya...(over here in the UK), so its worth picking up. They're both made by Autodesk now anyway so it basically comes down to personal taste...
yomo
Posts: 1930
Joined: Tue Apr 22, 2008 10:00 am

Re: 2009 KX250F

Post by yomo »

DJ thinking to him self wrote: :oops: But i thought blender was the best :oops:
See Dj, i told you blender wasnt the bee's knees of modeling 8)
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DJ99X
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Re: 2009 KX250F

Post by DJ99X »

When did I ever say Blender was the best :? I just said that its best to use blender for this game as theres no mucking round converting stuff.

BTW Break, I would try to get the bike into the game properly first before you unwrap it. That way, theres no need to re unwrap stuff when you need to make changes
hvpunk62
Posts: 2658
Joined: Tue Nov 04, 2008 11:42 pm

Re: 2009 KX250F

Post by hvpunk62 »

this is a bummer now that i started skinning luiz kx yours will probably be released first =[ so my work would be wasted
Break.
Posts: 77
Joined: Sun May 17, 2009 4:06 pm

Re: 2009 KX250F

Post by Break. »

hvpunk62 wrote:this is a bummer now that i started skinning luiz kx yours will probably be released first =[ so my work would be wasted
Not at all mate...im trying to get myself into the games design industry and if the same applies to yourself then its always good for your portfolio :) and to feel some sort of achievement...i was doing mine way before i even came across mx sim and will do it regardless for my folio...just a bonus if it goes into the engine or not...
DJ wrote: BTW Break, I would try to get the bike into the game properly first before you unwrap it. That way, theres no need to re unwrap stuff when you need to make changes
Nah mate..i'll have to unwrap 1st as i want to texture it properly so it's fully textured in Maya...and im a bit of a neat freak with modeling/slight OCD heh...ive not used Photoshop since uni tho so i'll be a little rusty :S...cheers for the advice and crit tho dude...
Break.
Posts: 77
Joined: Sun May 17, 2009 4:06 pm

Re: 2009 KX250F

Post by Break. »

Hey...here's a wheel I've normal mapped...ignore the spokes, they wont be modeled...(they'll just be an alpha), but the rim and the wheel are low poly...with a high poly model mapped onto them...just wondered what you guys thought and if its worth doing it for the whole model...because i don't know if they'll show up in game? Anyway give us some crit. Break.
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