UGAC - Super Shiny and Sexy vehicle - JuddWack


#1

name:- JuddWack
genre:- 3rd Person Unlockable Vehicle
concept:- To be honest I don’t know where this would fit into a game except for shits and giggles.

Anyway it is a cross between an american motorcylce and a modern chinese rickshaw. I thought since I’m here it would be a fun way to link our two cultures together.

Sorry for the poor quality of concept art. Anyway I am struggling with some design issues.

1 - I like the chopper style motorcycle and it’s idea in beauty and force in simplicity. I think it will match the rickshaw nicely. The problem is I just don’t know enough about motorcycles and I think I will run into problems modeling the engine, which should be a key compenant. With that said I am thinking of covering the engine, reducing it’s size, and making the whole thing a bit more advanced technology wise. If I did that I feel I might loose a lot of the concept I am going for.

2 - Again the engine poses a problem. Since the seat seems to rest on the back tire, and I don’t have a back tire I thought it would be fun to move the engine and have the seat rest on that instead. This will be problamatic with the kick start I believe. I think for all the extra weight this would need a larger than normal gas tank which I have moved to where the engine usually is. Ofcourse If I go the “future route” I could solve these problems with “technology”.

3 - People love red so much here. It means good luck. I almost feel like I have to make this thing red and gold. The problem is I have always wanted a motorcycle and this may be the closest I ever get to owning one. So I kind of want to paint it colors that I would actually like my bike to be.

If you see any design flaws please let me know. I want to get started ASAP. I am pretty far behind. I already spent about 1o hours on 2 models from different concepts that I later decided were boring and wouldn’t grab any attention.


#2

Maybe a WIP will get some comments here.

I’m resting at about 1500 tris right now, just filling in basic shapes. I think I’m gonna bump loops on the tire from 12 to 16 after I get some more of the important parts laid down.


#3

Nice concept mate, don’t forget the shiny and sexy parts!!

Difficult to crit at the moment as it is just a frame but good luck!

:thumbsup:


#4

Hey everyone. Here is an update of my model. You have something to talk about this time, not just a frame. This stuff takes me so long! I am constantly going back and remodeling things. I thought 6000 tris would be a lot but I was wrong :frowning:

Sorry for the crappy render. I am in a rush to leave and didn’t have time to fix all the smoothing groups and set up some lights, but you get the idea.

Anyway right now I am safely resting at 4500 tris. I still want to add a roof to the rickshaw portion, head light, brakes and some more engine detail if I have polys left.

I’m not sure if I will be able to finish in time. Tomorrow morning I am getting LASIK surgery. I was hoping I to be done modeling by tonight, take a week off and use the last few days to texture but that doesnt seem to be the case.


#5

Hmmm, as a model it’s looking good, I just don’t know how well it fits into the design brief.
As for the model anyway, you could cut down quite a few tri’s from the engine, I think it’s a bit overly done.


#6

a modern chinese rickshaw

lol, awesome. very original!
Looking good so far, and I defiantly can’t wait to see more.
:thumbsup:


#7

Thanks for the comments guys. I wanted the engine to be one of the more detailed part of the model. Like I said I don’t know much about motorcycles but I know it is called a Chopper because unnecesary parts of the motorcycle are “chopped off” to display the beauty of the parts left. In all my reference photos I thought the engine lookes so beautiful, how could I not detail it with geometry? Like I said I was thinking of adding more detail. I won’t be subtracting any to the engine but after I fill in the other parts of the model I will consider using the leftover polys elsewhere, rather than detailing the engine more.

I’ve never seen a beautiful rickshaw only because they have all been old and dirty. I think with some nice clean stylish textures this will be just as good an entry as any. Super, shiney and sexy.

BTW I think I’ll be naming this thing The Choppa. 1/2 Chopper, 1/2 China


#8

lol Creative concept!

Very nice, enhance the curves so it gets even more sexy.
I liked the front of your mcycle you draw on sketch.
Want to see more :wink:

:thumbsup: good luck! Keep it up


#9

I’m finished my low poly at about 5900tris. I don’t plan on doing very much high poly detailed work except some texture for the roof, tire treads, handle bar grips etc. I would like to smooth it out a lot though with a high poly.

I don’t think this is the type of model you can detail in Zbrush so it will be my first normal mapped model in 3DMax. I had a question. In zbrush you can super subdivide your model to make the faces so small they appear smooth. If I did this in 3DMax I know my system would crash So when I make my holy poly I will probably only subdive each peace 3 times at the most. Will my normal texure still show faces or will there be a gradient between faces?

Anyway here is my model. If you guys don’t have anything to say about the low poly I will begin laying out my UV’s one day from now. This lasik surgery really set me back a lot.

Maybe you think the stars for the chain guard are corny but I thought they would be a good reference to the chinese flag and also a nice way to cover up the weakest portion of the model, the chain from the engine to the rear axel.


#10

Hey Juddwack is looking really nice:thumbsup:.
I would recommand giving the wheels more sides so that they wont look too squarish…
You might also want to try the Multires modifier if your using 3D Studio Max.

-Pdude


#11

Hey man, thanks for the comment. I want to increase the wheels but not sure where to get the polys from. If I can find some I will.

Anyway I’m not to sure how I would benefit from the multires modifier. I looked it up in the help section. Maybe you misinterpreted me. Max isn’t crashing now, but after I subdivide my model for the normal map it certainly will. But if I use the multires modifier, wouldn’t I just be bringing my mesh right back to low poly again? Can I still generate a normal map with a multires modifier active?

Thanks.


#12

The multires modifier helps you reduce poly count on your low poly objects and
sometimes without secreficing much quality.

-Pdude


#13

I think my model is pretty clean, but I will check it out. Anyway here is a wire.


#14

I’m trying to smooth out my engine here with a high poly model and then I want to paint some details in photoshop and use the nvidia plugin to lay overtop of the highpoly normal map that I will get from Max, but I am finding this to be a real pain in the butt. I’ve been doing it for hours and am only about half done as I see it.

I know this should be fun, but it certainly is not which makes me think that I am doing it wrong. Basically I am selecting edge rings and connecting, shifting, merging etc over the edges I want to be harder and I have a mesh smooth modifier overtop. Anyway this is what I got and it’s not even wielding that great results. Anyone want to offer some advice? Thanks.


#15

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