Jre wrote:I'd wanna hear some real criticism, not things like that since everybody would see they're inverted.
Just feeling like you especially would throw some better points than that when you're posting something.
Well, sometimes you focus on one thing and can miss another one.
You obviously know that your model is really good and other than the flipped logo I didn't see anything wrong.
m121c wrote:Jre, I honestly have sat here for the last few mintures trying to find something to give criticism about. It's really hard.
These are the only things I have to say:
1. Bar pad - I don't know if you have one made and its just not in the render or if the TM's don't come with them irl but I personally like a bar pad, it just looks weird with out one.
2. The colorization from heat on the header - I feel the blue on the curve of the header (right out of the engine) stops to suddenly, if it fades out a little, I feel it would have a better effect.
Those are some really picky things I know, but its all I could think up! As I've seen with your previous work, your style of work is that you like more static shading than others which isn't much of a bad thing, it's all about what you think looks good. Outside the obvious of reflections, fixing the uv's, and such which I know you will do anyway as you have said, the bike looks sick! Good job!
1. No problem, there will be an option. The stock bike shouldn't have it but of course nobody rides mx without it.
2. Yeah pretty good point, I'll check that since the pipe skin needs some other things as well.
The thing with the static shading is, when there is a shadow the object looks really lame without any shading on it, in my opinion.
The thing with the shading wasn't a removal issue, just the strength of it. If you look at a shadowed area of a bike in real life there aren't many bright highlights, yes in game you have to have them there to a point to compensate and exaggerate the shape but there's a point where too much can whitewash. I'd say (only from what I've seen) you're teetering on the edge, remember how much work in-game shaders can do if you get your maps right. If you left it it's not going to ruin the model. But bump them down a tiny bit and just see if you notice a difference for the better in a movement situation. Just trying to offer an opinion that I've seen work on other people's work.
Jre are you thinking of releasing it soon? I mean you made it for the tm-factory racing team right? If so there gonna release there bikes and everyone is gonna start ripping it.
mx985 wrote:fixed the subframe to where it actully looks connected and goes all the way into the the back fender,added some new parts,fixed the black line problem, i figured out it was the unwrap the nodes were to close together so i re did the wunrap on that so thats sorted out. and i added a new mudflap back panel part.still need to fix a few parts on the uv map that's why theres still a few black parts.yes i know the under side of the front fender has some grey i was moving parts around on the uv.
Can't wait for this bike dude! well, maybe without the San Manuel graphics, but still sick bike, best of luck.
frankie wrote:Jre are you thinking of releasing it soon? I mean you made it for the tm-factory racing team right? If so there gonna release there bikes and everyone is gonna start ripping it.
Yeah, giving exactly zero shit if that's gonna happen. Going to enjoy a week of my real life at your sunny home island when the worst after-release storm is happening
almost done sorry for the page rape,just trying to show the aspects.still need to put a stock exhuast on it. the engine skin kinda sucks but you guys can make what ever one you want with it ill release everything except the blend file. i don't need any likes or shares im just going to give it to everyone.
The shading on that bike unfortunately looks very bad. You may want to edge split most of it, or better yet, bake normals. Also, whats with the stretching on the engine?