Stuff left model wise:
-Mudflap
-Bar pad
-Engine cables
-Front number plate
-Underside of front fender (having trouble doing this efficiently)
-Chain guide and rear brake
-Cleaning everything up a bit
Then:
-Export to game, make sure all looks well
-Unwrap
-Attempt to bake the normal map for some key parts
-Skin
-Release
Well, instead of edge splitting, I'm going to try and bake the normal map to give it an edge split look whilst still being a single mesh. The benefit of that is the specularity will work on the edges because they will be slightly rounded. But this will mean that I have to bevel alot of the edges, which will be time consuming.
So, pretty much everything, unless it is too time consuming, I'll just do it to the main parts like frame, engine, plastics, swingarm and triple clamps
I think the header bend is slightly off. Unless it's the angle of your render. Refering to this picture: http://www.yamaha-motor.ca/products/ima ... SE_1_l.jpg
The part with the heat guard on it, the angle is more gradual (on the real life bike), and it ends (to the straightened part), about right behind horizantal center of the kickstarter.
If that makes any sense at all... And again, this could be the angle of the render fooling me.
Or, less polies initially, and add more for the HD one. As I said, I will be bevelling the edges of alot of the parts, which which will round the edges.
There is a lever there. I just havent got an end bit for it
Here's a sample bake. This is the left side cover. The left model is the one that will be used in the game, the one on the right is the HD one I just made, and the image is the baked tangent normal map that will make the left look like the right
DJ wrote:There is a lever there. I just havent got an end bit for it
I'm not going to keep going with it.....
DJ wrote:Here's a sample bake. This is the left side cover. The left model is the one that will be used in the game, the one on the right is the HD one I just made, and the image is the baked tangent normal map that will make the left look like the right
Are you using Blender to model this bike? Or were you using Blender just for the baking process?
Also, what do you plan on doing to the actual skin as far as shading, and little details goes? The only thing that comes to mind right now is metal textures.
As for texture shading, I'm not sure what I'll do yet. I'll see how it all looks with normal, specular and reflections added, and maybe an Ambient Occlusion map (if it works; this map just goes onto the skin). If it needs any more detail than that, I'll add it.
Looking awesome DJ. BTW your not putting that shiny clear stuff on the plastics again are you? Also i think you should keep a crossbar on it it make it look more like a race bike.
DJ99X wrote:Putting forum quotes in your signature is gay as fuck