Upcoming Models #2

Post about creating and skinning models here
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Duckstream
Posts: 1997
Joined: Tue Nov 03, 2009 1:06 pm

Re: Upcoming Models #2

Post by Duckstream »

Ride Red wrote:
Duckstream wrote:
Ride Red wrote: Fix ddmx's stock models. It won't be wasting your time cause your learning.
You mean the original crf250? and rm and kx?
OR something way back. And how you plan i get hold of them?
Yea, the 250f's that are used in the game. If you can't find the obj's ask ddmx? But those models had weird stretching on the rear plates and didn't have a chain... plus you could add details as long as poly count isn't too high. The CRF KXF and RMZ are the ones I am talking about. oh and if possible don't change the wire frame just add things too it... That way we can still use the good skins we have.
Yes i understand.
Ill see what i come up with, all credits to ddmx (or should i say gdt?) for the models, just seeing what i could do, want to train with it.
If someone could explain how the system with shock works? does it need to be "boned" like rider models?
to get it moving?
I'm not sure if you understood im happy.
Also if the uv map needs major changes, i could just ask someone to add my parts in (or change the last parts, to what i made....simple as that.)
I'm just waiting to ddmx to say something about this thing, am i allowed to mess around with his model (i know they are so hard to make and i would hate myself if i just do it without any permission.
hvpunk62
Posts: 2658
Joined: Tue Nov 04, 2008 11:42 pm

Re: Upcoming Models #2

Post by hvpunk62 »

his name is back to ddmx and you could learn how to uvw map and unwrap it :wink:
Duckstream
Posts: 1997
Joined: Tue Nov 03, 2009 1:06 pm

Re: Upcoming Models #2

Post by Duckstream »

hvpunk62 wrote:his name is back to ddmx and you could learn how to uvw map and unwrap it :wink:
I know how to unvwrap, now...better....bit better... well i don't know how to change the map that was original and done? like i don't want to make it all over again (not that im lazy because i could mess up BIG time) so i know how to make parts separated uv mapped and combine them, but don't know how to delete some parts and add the new one there, i think i need more tutorials and less talking.
but not TDU.
Ride Red
Posts: 16
Joined: Tue Dec 29, 2009 7:44 pm

Re: Upcoming Models #2

Post by Ride Red »

well the things like your shock I don't think are needed... we cant even see that while playing. But I think you should fix what you need to then mess with that stuff. I say just start out with the honda. then put the added parts on all the bikes because they are the same basic thing.

Honda is just an example.
mxer_25
Posts: 171
Joined: Sat Sep 06, 2008 2:25 am
Team: Privateer
Location: NSW, Australia!

Re: Upcoming Models #2

Post by mxer_25 »

RmzRender1.png
(27.59 KiB) Downloaded 226 times
You have to be in it, to win it.
mx team 24120
Posts: 274
Joined: Thu Jun 25, 2009 1:37 pm

Re: Upcoming Models #2

Post by mx team 24120 »

i have work on low poly model , and i've remake much parts !! i am making the frame 8)
Image
Image
Ride Red
Posts: 16
Joined: Tue Dec 29, 2009 7:44 pm

Re: Upcoming Models #2

Post by Ride Red »

Looking good
Mona
Posts: 1645
Joined: Thu Jul 31, 2008 6:46 pm
Team: MotoOption

Re: Upcoming Models #2

Post by Mona »

You still need to take out the little details like the back brake caliper. Things like that don't need all of those polys. From the model that bill had me look at a while ago, i like the whole bars setup, it looks real good.

The things you have remade do look better than before, keep it up :wink:

Mxer_25, it's looking sweet, hopefully we can get a nice finished model someday.
hvpunk62
Posts: 2658
Joined: Tue Nov 04, 2008 11:42 pm

Re: Upcoming Models #2

Post by hvpunk62 »

TimFerry15 wrote:You still need to take out the little details like the back brake caliper. Things like that don't need all of those polys. From the model that bill had me look at a while ago, i like the whole bars setup, it looks real good.

The things you have remade do look better than before, keep it up :wink:

Mxer_25, it's looking sweet, hopefully we can get a nice finished model someday.
agreed
mx team 24120
Posts: 274
Joined: Thu Jun 25, 2009 1:37 pm

Re: Upcoming Models #2

Post by mx team 24120 »

ok ; thanks , i've erase rear brake :D

Image
Image
Ride Red
Posts: 16
Joined: Tue Dec 29, 2009 7:44 pm

Re: Upcoming Models #2

Post by Ride Red »

when will that thing be released? its looking good. I can make any graphics kits that you want for the released pack... just pm me. oh and before you render a pic put it on smooth.
tyskorn
Posts: 6491
Joined: Sun Jan 11, 2009 5:52 pm
Team: Adept MX Graphics
Location: Utah, USA

Re: Upcoming Models #2

Post by tyskorn »

I could also try to make a skin as long as it is mapped out well.Hopefully it will be by someone who knows how.Or you have already learned how.It looks really good.Even though I know nothing about models,I think the silencer/muffler is too high poly. :D Keep up the great work. :D
Tyler 258
Posts: 507
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Team: Privateer

Re: Upcoming Models #2

Post by Tyler 258 »

Tyskorn.. :roll:




:lol:
Duckstream
Posts: 1997
Joined: Tue Nov 03, 2009 1:06 pm

Re: Upcoming Models #2

Post by Duckstream »

Like i sayd before.
I can skin anything that needs to be skinned, parts mostly, grafix are mostly not good... but i can do good parts aslong uv map is good also.
So when you need em send some wireframes and i send you a preview.
Mona
Posts: 1645
Joined: Thu Jul 31, 2008 6:46 pm
Team: MotoOption

Re: Upcoming Models #2

Post by Mona »

Mxteam, the seat doesn't go all the way up to the gas tank. I don't know if it really does or not, but there at least should be a plane going from gas tank to under the seat so there is no gap.

Also, i would put a few more polys into the seat, make it more rounded on the sides. On your previous models, you can easily see the edges on the seat where it should be rounded off. Come to think of it, you could probably use smoothing groups to help out. I dont know how those work so i'll leave it at that.
Ride Red wrote:oh and before you render a pic put it on smooth.
This sounds like a bad idea. The point of a preview is to see the poly usage and how well everything is flowing. First, you wouldnt be able to see where polys are if it was on smooth, that's why most people either don't put it on smooth, or show a wireframe preview. Second, rendering on smooth can fake some of the peices flowing together. I know that it seems to be put on smooth in game, but its easier to give constructive critisism without smooth being on when rendering.
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