View Full Version : GP Bike model, just finished
Hi, So I just finished modeling this bike,
it's a YZR-M1, yamaha GP bike.
Mainly a modeling exercise, so no textures,
maybe i'll texture it some day, but at the moment i'll probably move on to something else.
Well i'd to hear what people think?
Done in GMAX mostly also.
(I recommend that if anyone is looking for a good FREE poly modeler!)
http://home.comcast.net/%7Etadman3d/myart/bikefin01.jpg
http://home.comcast.net/%7Etadman3d/myart/bikefin02.jpg
http://home.comcast.net/%7Etadman3d/myart/bikefin03.jpg
http://home.comcast.net/%7Etadman3d/myart/bikewire.jpg
mid 9k polycount,
here's the real bike: http://www.valentinorossi.org/Yamaha_M1/scheda_dettagliata_yamaham1.htm
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jfalconer
06-30-2006, 02:38 AM
gorgeous, please texture k thx :D
Jekkle
06-30-2006, 04:18 AM
just out of curiosity in relation to vehicles like bikes which have a lot of curvature, how optimised can the poly count be b4 you start losing the shape of the bike, like could you make a decent looking motorbike with 4k?
requiem2d
06-30-2006, 05:17 AM
Thank god the bike won't fall over when you're modeling it ;) On a serious note, looks great, textures would make it look unreal ;)
haha,
yeah I had a ref pic with that stand in it, thought it looked cool so I put it in.
About the polycount,
yes you could definetely make a convincing bike with 4k polys,
and I believe you could do it without losing TOO much shape on the main body pieces.
Alot of the polycount on this bike is in the little details,
because modeling was my main concern, most everything is beveled/chamfered,
and there is a lot of stuff that can be done with just texture.
The tires however are huge poly hogs, and you'll have to ask yourself how important it is to make them really round.
mindrot
06-30-2006, 08:12 PM
Some nice detail you've got going there Tad.
~M~
BadSpleen
07-01-2006, 12:21 AM
Great model, could be ten times that with the proper normal maps.
In reference to the question about a lower poly bike, I'm sure you could get the smooth curvature using Normal maps, although the silouette of the model will always be limited to the poly count. Then again, in a game which uses a high poly bike, could get round this by only allowing a certain number of bikes on the players view, to help the poly count.
Chilli x
Some nice detail you've got going there Tad.
~M~
thanks mindrot, I put a lot of time into modeling all the little bits and pieces that I could,
without killing the polycount
and yeah I know normal maps are great and all,
but I don't really see how they could be so beneficial to a model like this?
It is afterall mostly smooth curves.
Definetely normalmaps would be handy for some things, like tire tread for example,
but what else?
Textures would look good in general though thats for sure..
BadSpleen
07-01-2006, 12:22 PM
In my opinion, a normal map smooths all the areas within the silouette better than using smoothing groups. It helps get rid of the areas where the programme attempts to do the shadows that work wrong, because of the topology of your model... I don't mean YOUR model, I mean it in general. Because the software lights the model and smooths it using smoothing groups, whereas normal maps produce better smoothing... I'm repeating myself.
If I find a good way of showing you what I mean with and image then I will post it.
Chilli x
BadSpleen
07-01-2006, 12:25 PM
http://files1.turbosquid.com/Preview/Content_on_11_27_2004_02_56_30/ts_soldier_comp_8.jpg3728e8ea-bbf2-4e4f-8dfd-c0e77e390449Large.jpgnote how smooth this looks (on the smooth areas) even though he's low poly, dunno who made this I just think it shows how normal maps are used not onl to add detail, but also smooth out the polys.
Chilli x
BadSpleen
07-01-2006, 12:26 PM
http://www.turbosquid.com/FullPreview/Index.cfm/ID/248032
better link
Hmm yes, I see what you are saying.
Would look nice with such perfect shading, I can see it in my head and it looks good ;)
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