Upcoming Models #2

Post about creating and skinning models here
DJ99X
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Re: Upcoming Models #2

Post by DJ99X »

Image

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
yzmxer608
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Re: Upcoming Models #2

Post by yzmxer608 »

Looks great :). What parts are you going to make the normal map for?
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DJ99X
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Re: Upcoming Models #2

Post by DJ99X »

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
yomo
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Re: Upcoming Models #2

Post by yomo »

Looking awesome as always DJ!

How many polys is it?
Image
Mona
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Re: Upcoming Models #2

Post by Mona »

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.
DJ99X
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Re: Upcoming Models #2

Post by DJ99X »

8995 Triangles. KTM250SXF has 11965 triangles. I dont think the remaining stuff will take up 3000 triangles, so it should end up less than the SXF250

I'm sure there are alot more things with this model that are less accurate than that pipe.
yomo
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Re: Upcoming Models #2

Post by yomo »

Wow thats awesome! If you added more poly's to the plastics and frame, does that mean the shading in game is better?
Image
DJ99X
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Re: Upcoming Models #2

Post by DJ99X »

One purpose of normal maps is so you dont have to add more polies to make the shading look better
yomo
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Re: Upcoming Models #2

Post by yomo »

Ahh I see, doesn't that require a high poly model initially and then the poly's reduced?
Image
DJ99X
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Re: Upcoming Models #2

Post by DJ99X »

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.
Mona
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Re: Upcoming Models #2

Post by Mona »

DJ wrote:I'm sure there are alot more things with this model that are less accurate than that pipe.
Like the back brake lever :lol:
DJ wrote: Stuff left model wise:
-Chain guide and rear brake
You didn't said rear brake lever
:)

Im just being difficult, hahaha.
DJ99X
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Re: Upcoming Models #2

Post by DJ99X »

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

Image
Mona
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Re: Upcoming Models #2

Post by Mona »

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..... :lol:
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.
DJ99X
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Re: Upcoming Models #2

Post by DJ99X »

Yeah, I'm using blender for the whole thing

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.
mxracer118
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Re: Upcoming Models #2

Post by mxracer118 »

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.
Image
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