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Re: detailed motorbike
[Re: Disaster]
#224847
09/01/08 14:25
09/01/08 14:25
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Joined: Jul 2005
Posts: 421 Germany
DoC
Senior Member
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Senior Member
Joined: Jul 2005
Posts: 421
Germany
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it dont look like this polycount (not a good sign ). I think you can make this with 5-6k poly dont know where you have put so many polys ^^
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Re: detailed motorbike
[Re: Disaster]
#225139
09/03/08 00:37
09/03/08 00:37
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Joined: Aug 2002
Posts: 572 Toronto
MadMark
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User
Joined: Aug 2002
Posts: 572
Toronto
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Overall, nice looking model, Disaster. 2 years is a lot of effort. Don't be discouraged, your efforts were not wasted.
But, polycount is a performance issue, no matter how many bikes you put on the screen. The more polys on screen, the less CPU/GPU are available for wow factor backgrounds, particle dust effects, smoke, crowds, and physics.
If you can do a reasonable likeness of the bike with HALF the polys, why would you add more? It is probably best to rework the details on the model so that you can use the hi-poly instance for creating skins, baking shadows, and adding the details that don't need polygons. Nuts and bolts and 3d license plate letters? No, man. Not worth it. Better to put those polys to use smoothing out the gas cap, gas tank, gauges and sprocket.
When the player is on the bike, his view is restricted to handlebars, gauges and tank's saddle area. If this was my model, I would build 4. One super hi-poly as above, 1 medium poly for in game, walk up or display, 1 low poly for distance shots, and finally 1 that had no (or simple) wheels, and no lower section at all for a mounted player to ride. Each would be between 1500 to 3000 polys, except the big one for artwork, which would probably weigh in at about 30-40k.
As it stands, yours is really good, if polys are redistributed to points of interest, for artwork and renders.
I went through this when I was working on my T-Rex. I started out with an enormous 30k poly-count, and just kept hacking away at the smaller poly groups until I got it down to around 2500 while maintaining the overall shape. I focused on the mouth and feet, since they would get the most attention in game. The body lost muscle details, wrinkles at the joints, and even eye socket depth because they can be faked. My target was 1500 polys, but in the end, he really did need claws and teeth. LOL.
Why not create another model, using this as your guide? Build it right beside this one, and delete the original piece by piece as you go? I do this all the time to get just the desired level of detail. I generally end up with 3 to 6 versions of a model until I'm satisfied (or bored) enough with it to say "Good'nuf" and move on.
Just my 2¢. Spend it as you wish. Mark
People who live in glass houses shouldn't vacuum naked.
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Re: detailed motorbike
[Re: Disaster]
#225541
09/05/08 01:25
09/05/08 01:25
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Joined: Aug 2002
Posts: 572 Toronto
MadMark
User
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User
Joined: Aug 2002
Posts: 572
Toronto
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Disaster, you should be able to sell any model that you make. I see BMW, Ford and Ferrari models all the time. Check out TurboSquid.com, there are tons of models of all manner of vehicles, mate.
Why not take LostClimate up on his offer? Whatcha got to lose? Without meaning to sound depricating, you might learn something about low-poly modeling and skinning to provide detail. (I know I would.)
Just don't make a REAL one and try to sell it! Then Honda would own your A$$... Cheers! Mark
People who live in glass houses shouldn't vacuum naked.
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Re: detailed motorbike
[Re: MadMark]
#225556
09/05/08 04:30
09/05/08 04:30
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Joined: Oct 2005
Posts: 4,771 Bay City, MI
lostclimate
Expert
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Expert
Joined: Oct 2005
Posts: 4,771
Bay City, MI
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Disaster, you should be able to sell any model that you make. I see BMW, Ford and Ferrari models all the time. Check out TurboSquid.com, there are tons of models of all manner of vehicles, mate. nope, disaster is right, that's actually highly illegal, and technically BMW, Ford, or Ferrari could make them delete those files, and even probably sue them if any money has been made (or models distributed) over the ordeal. Whats not illegal is changing names colors and some design on it which could easily be done disaster.
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Re: detailed motorbike
[Re: lostclimate]
#225800
09/06/08 00:29
09/06/08 00:29
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Joined: Aug 2002
Posts: 572 Toronto
MadMark
User
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User
Joined: Aug 2002
Posts: 572
Toronto
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Oh man, that is so wrong, but laws are unfortunately, interpretive. With this logic however, ALL models of any existing object would be illegal to represent in digital form. Look up fair use and public domain.
If he adds a Honda logo, he would be in breach of Trademark, but if he models a motorbike, it is not illegal. Building a PHYSICAL reproduction for sale might be illegal. Honda doesn't own a patent on motorcycles, nor do they own the look and style. They own a name, and they can stop people from duplicating their physical assets, and using their intellectual property (schematics, blueprints, etc) to build an identical item. An artistic representation of an object is not grounds for legal action.
Note: I am not a lawyer, however, I did work for one in the Information Security field, and stayed at a Holiday Inn last night... Mark
People who live in glass houses shouldn't vacuum naked.
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Re: detailed motorbike
[Re: lostclimate]
#226041
09/07/08 14:53
09/07/08 14:53
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Joined: Jul 2006
Posts: 111 Germany near Wuerzburg
Disaster
OP
Member
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OP
Member
Joined: Jul 2006
Posts: 111
Germany near Wuerzburg
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Ok I think I'll delete the honda logos because i find your offer really interesting. Could you please send me your msn, icq or xfire address as a pm?
Last edited by Disaster; 09/07/08 14:55.
mfg
Disaster
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