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CrossFire
07-08-2004, 06:17 PM
Hi, I havent posted here for a long time, well, I am starting a mod for Half-Life 2.
I am unsure what the mod will be called, do you have any suggestions? The mod will
basically be a bunch of animes put together into one mod ( aka: trigun, ghost bebop, dbz, akira, rouroni kenshin, Yu Yu Hakusho, and others ).
Also, do you have any suggestions for other animes to include? Especially ones with kool vehicles ( the mod will include a racing mode, but if the server chooses, vehicles can be used in all modes.
anyways, here is what I have so far of the Akira bike ( I havent seen the akira movies yet, but will soon )
Too me something just doesnt look right, but since I am not too familiar with akira. I dont know what is wrong!
Also, I am kinda of a newb to 3ds max. Oh, I almost forgot, by poly limit is 7500 per person/vehicle.
I would tell you what the poly count on this is, but I dont know how to tell what the poly count is ( as I said, I am newbish ).
If someone would be willing to tell me how, I would gladly tell you it.


http://www.zimop.com/WIP/render/wip_akirabiker1.jpg

phunky_nick
07-08-2004, 11:52 PM
Hey Crossfire :) -

I think it's a great idea to do an animé mod for the Source Engine - a really Great idea. I think as a concept tho - my advice would be to narrow it down to only one animé for a source of inspiration - analyse that one particular animé universe, and get the nuance and character of that world.... and you'll get so involved..

and swept up..

then build a 3D digital bike..

then go into debt to make a real one..

that takes 3 monts of your life...

and so much cash..

and pain..

and blood..

.........I digress...


as far as your bike goes - it's a fair start, but you really do need understanding of the bike as a form, and as a technicality. I saw a page from the recent Tokyo motor show, where a fully working, engineered model of this bike was on show - with two wheel drive, and two wheel steering.. - monster. .. Sorry - I digress..
references..

http://www.matus1976.com/akira_bike/content_research.htm

arguably the last resource you'll need.. except the film itself of course :)

gorge yourself on that.. and practise practise with 3D studio

(also.. polycounter - is a button unter the tools menu.. (the extreme right tab.. with the hammer icon))



hope this helps..




Nick

CrossFire
07-09-2004, 03:29 AM
Thanks for that site, it helps a lot, I am going to restart the akira bike, but here are Vash the Stampede's glassese

http://www.zimop.com/WIP/render/r_vashglasses.jpg

ImUrPeTii
07-09-2004, 10:37 AM
i think the models are too simple to be posted on this forum.

spudmonkey
07-09-2004, 01:29 PM
i think the models are too simple to be posted on this forum.Huh? That's a bit of a wierd comment - anyone can post their work here for comments, regardless of their skill level. Also online games still use very low poly models (have a look at World of Warcraft for example), so lower detail models are always welcome.

Edit: To make this a more useful comment with regards to the model, I did a Google for Kaneda Bike which gives loads of images of the bike. http://images.google.com/images?hl=en&lr=&ie=UTF-8&q=kaneda+bike

Hopefully that should help you work out what you need to add :)

heavyness
07-09-2004, 06:35 PM
from first glance, need to be smoother [like in max, i would just smooth normals]. the bike is suppose to look like one piece of plastic, its a very smooth and flowing bike. looking good so far, but remember, a lot of people will be VERY judgemental because the bike is so popular and everyone had studied it over, and over again.

infi
07-10-2004, 01:15 PM
Also, do you have any suggestions for other animes to include? Especially ones with kool vehicles
umm, initial D ?

EVIL
07-10-2004, 05:08 PM
i think the models are too simple to be posted on this forum.
LOL.. excuse me? Who are you to judge wether this can be posted here.

DaemonMagus
07-10-2004, 07:13 PM
If you are using max, the poylgon counter is under the tab all the way to the right. Then you click the more... thing and select polygon counter. Or at least I think that's what it is, I can't remember. I think the polycount on the glasses is too high. No one is going to look that closely, plus its flat. Just make a plane and alpha map it. It'll look even rounder, with much less polys. It's kinda difficult to crit just low poly glasses and things like that though.

CrossFire
07-10-2004, 10:57 PM
nothing new as of now, I got to go though, I will post new pics of the new one tommorow, it's a lot better, thanks for the c&c

CrossFire
07-11-2004, 06:20 AM
I think this is better. How about you,

c&c are all welcome


http://www.zimop.com/WIP/render/r_akirabike.jpg



.

the_russian
07-11-2004, 06:21 AM
Great job!

CrossFire
07-11-2004, 07:14 AM
no comments? Wow, and I thought it was kinda good.

DogmaD
07-11-2004, 08:08 AM
Don't expect instant reactions over the weekends...

On topic, It looks ok, but maybe finish the entire bike first. Its a bit hard to critique right now. :) The only comment i have at the moment is that you are overdetailing the bike in some parts, like the little screens. Better to do those things with textures...

Finish the bike and i will give you a full blown front to back, triangle by triangle analysis. ;)

CrossFire
07-11-2004, 08:12 AM
yeah, I know I have some of the small details (screens...) but with a poly limit of 7500 ( but I dont want it to exceed 2500 ) I can afford to have small details like that ;) especially with it only being 500 and something for half the bike.

DogmaD
07-11-2004, 08:17 AM
Well, yeah, you can afford the detail, but still, you have to think if i have this detail, does it add something to the bike. Or is it a better choice to, for example make the wheels a little rounder? Even with high polygons counts its still best to keep the track of the polygons, because if you show your model and you say it is 8000 polygons and it looks like its 3000, people in here will start kicking your ass, hehe. :)

CrossFire
07-11-2004, 08:22 AM
I didnt think about it like that, good point!

ImUrPeTii
07-11-2004, 09:03 AM
Huh? That's a bit of a wierd comment - anyone can post their work here for comments, regardless of their skill level. Also online games still use very low poly models (have a look at World of Warcraft for example), so lower detail models are always welcome.

Edit: To make this a more useful comment with regards to the model, I did a Google for Kaneda Bike which gives loads of images of the bike. http://images.google.com/images?hl=en&lr=&ie=UTF-8&q=kaneda+bike

Hopefully that should help you work out what you need to add :)
thx for ur suggestion.maybe i have to renew my own mind and my soul.

CrossFire
07-11-2004, 09:08 AM
um, updates are here.
getting closer
http://www.zimop.com/WIP/render/r_akirabike2.jpg

ImUrPeTii
07-11-2004, 09:18 AM
looks really much better than ur first post in this thread.keep on working

CrossFire
07-11-2004, 09:19 AM
thanks, will do, expect to see finished pics tomomorow! :D

CrossFire
07-12-2004, 06:55 AM
poly count is 1340

http://www.zimop.com/WIP/render/r_akirabrazil.jpg

not much of an update, but I just got the trial brazil, and wanted to test it, added back wheel stuff, made wheels rounder


now all I have to do is add seat, and thing on back top. then skin it.


:edit:

here is a back side view

http://www.zimop.com/WIP/render/r_akirabrazil2.jpg

CrossFire
07-12-2004, 11:09 AM
update count level 1350
what do you guys think of it now?


http://www.zimop.com/WIP/render/r_akirabike3.jpg

phunky_nick
07-12-2004, 04:23 PM
hey Crossfire..

nice work so far - putting the resources to better effect,

however,

with the poly budget you have set yourself.. it's better you spend the polygons on the form of the machine - the curves of the wheels, the curves of the shell. -
As Dogma's saying.. - spend as little of your geometry budget on places that will be lost under textures.
try to resist bevelling, and edge-looping.. as these additions will not be worth the effect they give, visually.

it's an excercise in vertex-pulling, but the boredom will stop when you start texturing :)

good luck.











Nick.

CrossFire
07-13-2004, 12:27 AM
mmm, I think ur right, I need to work on those curves expect to see finished MODEL tommorow, and skin with in week.

poly count is 1350

not much different if any (just small tweaks) I just found out how to use car paint, just wanted to show it off
I need to make back/top thing rounder and more like the anime. Add windshield, Mesh it and skin it.

http://www.zimop.com/WIP/render/r_akira_front.jpg
http://www.zimop.com/WIP/render/r_akira_back.jpg
http://www.zimop.com/WIP/render/r_akira_pers.jpg

CrossFire
07-13-2004, 04:22 AM
update

poly count is 1468

All I did was add the windsheld, now all I have to do is
fix back top thing (working on it right now)
mesh it
skin it

wow, its incredible how much my skill level has increased from one project! (look at first pic on first page, then look at these)!!!!


http://www.zimop.com/WIP/render/r_akirasmall.jpg

http://www.zimop.com/WIP/render/r_akirasmall2.jpg

http://www.zimop.com/WIP/render/r_akiramed.jpg


.

olblue
09-22-2004, 08:12 PM
http://cgtalk.com/showthread.php?p=1594005&posted=1#post1594005

Its a thread about a C4D video tutorial set to make an Akira bike. Probably not much use however it might help out for reference for you.

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