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New to this site so heres my latest peice of work!
show user profile  invaderZim
Hi everyone,

Im a games tech student at pompey uni, im out in china currently doing a work placement to gain indstry expeirence and heres a motorcycle i made in my spare time. It came to 21,500 tri's (chain took 6k! but it was worth it :P)

Anyways here are some pictures, oh and i threw one at the end of my previous work ( its based on a wow tauren, think it came to 5.5k tri's total)

Any feedback please? im constantly looking to improve and any advice on any aspect of the models would be appricated :D





Lewis Labram
read 886 times
1/14/2009 8:56:36 AM (last edit: 1/14/2009 8:56:36 AM)
show user profile  Poopsmith
No need for the img tags, just the direct link tot he image. Take a few minutes and read the FAQ to the left.

You're models look pretty good, so do the textures, but you lack in materials, lighting, and rendering.
3d 2d digital artist special effects poopsmith

read 873 times
1/14/2009 9:00:58 AM (last edit: 1/14/2009 9:00:58 AM)
show user profile  mrgrotey
no dont just take off the tags, they are huuuuge! use the html thumbnail link instead ;)

embedded image limit is 800x600

read 865 times
1/14/2009 9:06:20 AM (last edit: 1/14/2009 9:06:28 AM)
show user profile  Stephen R.
Bike game model is impressive, tauren, not so much.

read 841 times
1/14/2009 9:26:41 AM (last edit: 1/14/2009 9:26:41 AM)
show user profile  iconized
The bike is not a bad attempt at all, the overall profile looks correct, but for the amount of polys being used it does look blocky in the important profile areas (around the fairing and the petrol tank.)

The chain looks good but for a game model you would be wiser to use a tiled texture of chain links with opacity on a square profile of the chain (would recommend lofting this to get the uvw's), this texture would then scroll with the motion of the bike in game. Using this method is going to save you at least 5800 polys ;) that can in turn be used to address the profile issues and give it a much higher poly look.

read 793 times
1/14/2009 11:32:38 AM (last edit: 1/14/2009 11:32:38 AM)
show user profile  Dave
Soontekk you fool! Go up and read Groteys reply!

"I flew over Egypt once"

read 746 times
1/14/2009 2:15:31 PM (last edit: 1/14/2009 2:15:31 PM)
show user profile  StevegeK
Soontekk you rebel! lol.

About the models: looks nice! :) All I can say so far!

My Free Textures!
My Portfolio

My photolog.

read 726 times
1/14/2009 4:20:49 PM (last edit: 1/14/2009 4:20:49 PM)
show user profile  mrgrotey
Don't know whyyyy I bother! :p

"so don't then!" I hear you say

read 697 times
1/15/2009 2:47:11 AM (last edit: 1/15/2009 2:47:35 AM)
show user profile  soontekk
sorry mr g
didn't fully read your comment
thought you said he had to remove the tags for the imgs to show
i stand corrected

melting ur brainz!
/ FOS4 / FO2 / Blurb / Twitter / Facebook / Vimeo /

read 688 times
1/15/2009 3:07:27 AM (last edit: 1/15/2009 3:07:27 AM)
show user profile  invaderZim
hey, Sorry i didnt realise the tags hadnt worked! my bad :P

I need to learn about lighting and rendering really. Never been taught that, i just get a picture popped infront of me and told to make it :P so i never get around to lighting or the rendering or even materials for that matter as i only really use diffuse, specular and normal maps. Ill read some tutorials into mental ray and such later on for when i finish modeling the rider for the bike and start work on a video.

Also what do you mean by materials? I've made the textures useing a diffuse map... well a few to that matter really as i didnt set myself any limits except a 20k aim for the whole thing. Ive only used the Car body material so far to do the reflections, is there anything you think that is better or that i should read into?

Annd that is a very good point iconized about the textures for the chain, why on earth didnt i just use a plane and a tga to give the chain links a better shape. I will definatly go back and redo the chain - save me a large ammount of polys. i guess it just skipped straight over my head! although ive always had an issue of giving an impression of thickness when useing tga's . You mentioned that i should loft it, but i used path deform so that i could easily animate the chain's movement by ajusting the slider, i forget how to loft but i will read up on that too or just nag my boss to show me aha :P

Thank you for all of your advice!

Ill post new pictures back next time i do some renders!


read 662 times
1/15/2009 4:39:58 AM (last edit: 1/15/2009 4:39:58 AM)
show user profile  iconized
if you use 2 textures for the chain, (use a lofted square profile to make your chain) on the side facing use the link texture and on the top and bottom facing use a separate texture for the pins, your chain will be almost look 3D and have thickness, with a bit of work on the textures you could make something very convincing for very few polygons.

if you made your chain as mentioned above you can animate/scroll the uvws to move the chain textures around lofted profile of the chain.

read 628 times
1/15/2009 4:52:14 PM (last edit: 1/15/2009 4:52:14 PM)
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