Upcoming Models #2

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

Post by Prada »

K
staydown
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Re: Upcoming Models #2

Post by staydown »

I posted this over on the main page in a thread about a 50cc sx series. I was pretty bored today and decided to mess around with this idea. This was just a quick test using a model I transferred over from google sketchup. I got the free model from their 3d warehouse site. The whole bike itself, is a single object. I just designated it as the frame.jm, then I made a "blank wheel.png" to eliminate the full size bike wheels. Wheels, suspension, and fork's/handlebars do not move, but it is still fun to use in game. On this model, the handlebars, footpegs, and wheels actually line up where they should for decent screen shots. I do not know how to design or unwrap a model even close this complexity. I could post my source files if someone wants to try and modify and unwrap this current model. I believe that it probably really high poly.

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staydown
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Re: Upcoming Models #2

Post by staydown »

This is the original model that I used.

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vortexracingleader
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Re: Upcoming Models #2

Post by vortexracingleader »

Update on the yamaha..
BAD GRAPHICS INCOMING
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Kording
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Re: Upcoming Models #2

Post by Kording »

staydown wrote:This is the original model that I used.
Could you upload upload your source file (obj prefered) so we can have a look at the overall topology? It looks quite high poly but maybe I can change that.
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m121c
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Re: Upcoming Models #2

Post by m121c »

Damien there are a lot of polys there not being utilized and are doing nothing.

Look at this:

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Every edge I put a red line on could be deleted as they are doing nothing (from what I can see from that view). Also I wouldn't connect the tank to the shroud it will give you a tough time shaping the tank the way you want it and will you will most likely come up with unwrap problems and highpoly/bake problems. The simpler you can make a model, and still focus on the curves (Ramon Brand quote right here), the better and nicer it will be.
staydown
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Re: Upcoming Models #2

Post by staydown »

All files to get model in game "as is". Plus .obj and .blend files for modification. Look at readme file for instructions on getting it in game.
http://www.mediafire.com/download/2s5gd ... itbike.rar
Kording
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Re: Upcoming Models #2

Post by Kording »

Nice, I will take a look at it tomorrow
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GregDearman
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Re: Upcoming Models #2

Post by GregDearman »

vortexracingleader wrote:Update on the yamaha..
BAD GRAPHICS INCOMING
Image
that's coming along nicely!
KTM57
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Re: Upcoming Models #2

Post by KTM57 »

What if you were to make the 50 so big that the rider looked like a 5 year old, then we made tracks at 3 times the scale that we do now? That could be pretty fun.
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MX PRODIGY 17
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Re: Upcoming Models #2

Post by MX PRODIGY 17 »

KTM57 wrote:What if you were to make the 50 so big that the rider looked like a 5 year old, then we made tracks at 3 times the scale that we do now? That could be pretty fun.
I like the way you think sir.
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Kording
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Re: Upcoming Models #2

Post by Kording »

The Pitbike is one giant mess you can clearly see it was not made for a game. The logos/numbers are modeled and there are some unnecceasary edges so it would take a while to clean that up. It would propably be easier to rebuild it anyway. It is more accurate that way too Imo
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Sandhapper
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Re: Upcoming Models #2

Post by Sandhapper »

Remember that I scaled the yz250f down awhile back? I've always wanted to make a pitbike for this game, and then scale the rider down and put it on the frame.jm. That way the rider won't move forward or backwards, but you have a small rider, on a small bike.
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staydown
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Re: Upcoming Models #2

Post by staydown »

I figured the model was unrepairable. Even though the bike doesn't have any moving parts, its still really fun to use in game. I think people would still use a pit bike model if it was incorporated the same way I attempted. Maybe a decent modeler will make a new model that is skinnable to enjoy in game.
Kording
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Re: Upcoming Models #2

Post by Kording »

I would like to try it but as soon as I import it into 3ds max it lags like hell although the model is not as high poly as some of my other projects. I dont know whats wrong.
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