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3 Dimensional Chat / chopper for FPSC by me

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Decneo
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Posted: 8th Apr 2010 17:04
hi,friend.
here is my chopper already for texturing and bring to FPSC



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Van B
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Posted: 8th Apr 2010 17:11
So what's the polycount?

I'm guessing at least 20,000 - making it so far from low poly that it's not even the same sport. Really I wouldn't consider using a model in FPSC that was more than a couple of thousand polygons. 3000 polygons for instance is plenty for a chopper.


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Decneo
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Posted: 8th Apr 2010 17:29
Quote: "So what's the polycount?"


it's only 2,500 poly

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Mazz426
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Posted: 8th Apr 2010 18:31
only, thats a lot for an FPSC prop, i'd say you could make that at around half to a quater of that polycount

Van B
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Posted: 8th Apr 2010 18:35
I'm not believe you!

Post a wireframe please, it looks far too smooth on the wheels and light fitting to be only 2,500. Maybe it's the render, or a shader that makes it look really smooth. Is it normal mapped?


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Decneo
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Posted: 8th Apr 2010 18:44
i use turbosmooth

this pic is the real lowpoly no turbosmooth



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lazerus
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Posted: 8th Apr 2010 19:41
* words or annotated actions cannot convey how stupid that was - dies - *

Well of course it was 2.5k without turbo smooth, but how were we meant to know that you werent using the low poly version in the orginal render...

Your meant to say things like that or put both renders in the same post lol.

a...
hmm

lost for words now.

-Con

Decneo
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Posted: 8th Apr 2010 20:00
Quote: "Well of course it was 2.5k without turbo smooth, but how were we meant to know that you werent using the low poly version in the orginal render...

Your meant to say things like that or put both renders in the same post lol. "


ok the second pic is lowpoly render that will be bring to FPSC

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Alucard94
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Posted: 8th Apr 2010 20:25
Still could you post a wireframe shot? It'd be cool to see and it's kind of a standard trademark question of this board.


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Decneo
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Posted: 8th Apr 2010 20:35
here is the wireframe.



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mike5424
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Posted: 8th Apr 2010 21:48
You're wasting polys. The handle bars should be 8 or 10 sided cylinders and The two spheres (Used for the center part and the light) Are more polys than are needed, Also, Go around the model and delete invisible faces, Most people leave them but it makes it alot easier when UV mapping and it reduces the poly count.

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Oolite
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Posted: 8th Apr 2010 21:55
Looks like you have used a boolean subtraction for the spheres on the light and the engine compartment, this has left 5 sided polys where you can easily fit a 4 sided poly. Needs some major polygon reduction pretty much everywhere.

And surely if it's a prop it needs a kickstand?

The crazy
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Posted: 8th Apr 2010 23:03
And not to be a bother, but doesn't 2.5k polys actually come out to 5k tris? I always thought tris were what really counted as polygons on db based software. (and anything else I've worked in for that matter)
Quik
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Posted: 8th Apr 2010 23:33
yes it is 5k tris, meaning it is way to high for FPSC i pretty much agree with what everyone have said so far, it looks good but too many polies


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Decneo
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Posted: 9th Apr 2010 04:23
ok,friends. but as i've known so far we count the poly = tri but anyway i can reduce it

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Maindric
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Posted: 9th Apr 2010 06:57
Tri = poly, but Poly =/= Tri, in geometry.

In 3D, Tri =/= Poly.

Tri = Triangle, 3 sided. Poly = square, 4 sided.

In Real time applications, you always want 3 sided. It allows maximum control over your model and tri count.

lazerus
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Posted: 9th Apr 2010 15:19
Quote: "In Real time applications, you always want 3 sided. It allows maximum control over your model and tri count."


Not in organic animating you dont, at least if you dont know exactly how it will react and be folded you always try and use quads.

It looks good anyway, i forgot to say that before lol.

Decneo
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Posted: 9th Apr 2010 16:22
ok i got it ,i'll reduce to lowpoly than this one., these day is my country's new year so i have a lot of party .i'll fix it if i'm free

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RUCCUS
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Posted: 9th Apr 2010 17:23 Edited at: 9th Apr 2010 17:26
Change your poly structure to something like this and you should be fine:



Always try to model low poly first, then add the hi-res details after when you can determine what areas need more attention and how many polygons you still have in your budget. Unless you're doing a retop in something like ZBrush, stick to low-poly modeling in the beginning.

As I rule of thumb, I find it helps to think of it like this:

- For extruded details, if the extrusion is larger in depth than it is on the polygon's original surface area, extrude it. If it isn't, stick to a normal map.

- For polygon flow, if the model's sillouhette still looks relatively the same from 5 feet away with and without the edge loop of polygons, chances are you can get rid of the edge loop.

Always check your model's sillouhette. The human eye first notices the sillouhette of an object when viewing it, therefore focusing on making a sillouhette pop with low polycounts is a major concideration when modeling.

Also, is your exhaust manifold hollowed out? If so, it doesnt need to be. Similar to the light, a slight extrusion inwards once should suffice for giving the sense of depth.

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Decneo
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Posted: 9th Apr 2010 19:44
Quote: "Change your poly structure to something like this and you should be fine:"


thank you , i'll show you now , my new updaate.

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Decneo
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Posted: 9th Apr 2010 19:46
here is my update



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SJHooks
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Posted: 10th Apr 2010 00:31
Great! 1 Suggestion: If you planned on the cap for the front wheel being curved, then just extrude a line there and bring it up. Otherwise stunning work

Asteric
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Posted: 10th Apr 2010 00:35
No offense, but all that i see is a bunch of beveled boxes and cylinders. The mechanics dont seem to make much sense at all.

RUCCUS
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Posted: 10th Apr 2010 03:10
It depends. I agree, he could use some more complex shapes in there that have more purpose to them, but a good texture could bring it to life enough. Im assuming this model is only for a prop in a game. If it's for something more important like a usable vehicle that plays a main role in a game, sure, more time spent on the mechanics of the model would be necessary. But if all he's doing is looking to sell the thing in the FPSC store, as long as he spends enough time in the texture work Im sure the FPSCers will eat it up.
Asteric
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Posted: 10th Apr 2010 03:26
I hear what you are saying, but i still think that you should throw as much effort in as you can to make the mesh as realistic as possible, i dunno, ive probably been at polycount too long.

Decneo
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Posted: 10th Apr 2010 05:03
Quote: "Great! 1 Suggestion: If you planned on the cap for the front wheel being curved, then just extrude a line there and bring it up. Otherwise stunning work"


ok,i'll do

Quote: "No offense, but all that i see is a bunch of beveled boxes and cylinders. The mechanics dont seem to make much sense at all."


i can do the more complex geometry but i keep in mind that should be in lowpoly count for FPSC

Quote: "It depends. I agree, he could use some more complex shapes in there that have more purpose to them, but a good texture could bring it to life enough. Im assuming this model is only for a prop in a game. If it's for something more important like a usable vehicle that plays a main role in a game, sure, more time spent on the mechanics of the model would be necessary. But if all he's doing is looking to sell the thing in the FPSC store, as long as he spends enough time in the texture work Im sure the FPSCers will eat it up. "


yes,i agree,the good texture will bring it up , as i said i can make more complex shapes but i've maked it for game just lowpoly


Quote: "I hear what you are saying, but i still think that you should throw as much effort in as you can to make the mesh as realistic as possible, i dunno, ive probably been at polycount too long.
"


if i make more realistic the thing is the poly will through to high poly count.i think


Thank you ya'll to recommend me

best regard,
Decneo

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The crazy
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Posted: 10th Apr 2010 09:00
I just want to throw this in. Sometimes people who come here and don't have quite a perfect model will just ignore criticism and argue about aspects of the modeling. Decneo, I really like the way you're taking the crits and putting to use the advice you're given. Very respectable in my opinion.
Decneo
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Posted: 10th Apr 2010 09:56
Quote: "I just want to throw this in. Sometimes people who come here and don't have quite a perfect model will just ignore criticism and argue about aspects of the modeling. Decneo, I really like the way you're taking the crits and putting to use the advice you're given. Very respectable in my opinion. "


thank you, i respect all of people here and the recommend or criticism will be nice for me to improve my work.

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Link102
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Posted: 10th Apr 2010 15:47
Have you used an example for this bike?

use this one if you haven't:
http://www.santiagochopper.com/shop/images/chromed_left_chopper.jpg

here are my comments:

the proportions of the bike are off.
- the rear wheel should be moved back
- the front of the seat should be moved back (along with the back of the tank) and the back of the seat should be moved forward.

- the exhaust should be coming from the top of the engine
- the exhausts on either side is possible but unconventional, you will have to find a way to build it around;
- the pulley box (not sure what it's called, but it's the box that transfers the energy from the engine to the rear wheel) isn't modeled.
- the frame starts thin on the front and ends thick. also it's attached to the engine. The engine should be resting on top of the frame, not be part of it

- make sure you've got your cylinders capped off, so there are no hidden polys drawn.
- you can replace the front suspension with 2 cylinders either side, then draw the detail in the texture.

Decneo
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Posted: 10th Apr 2010 19:51
Quote: "Link102"


thank you i'll fix it tomorrow..

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Decneo
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Posted: 11th Apr 2010 12:04
ok,i've done!!

updated



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Quik
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Posted: 11th Apr 2010 15:34
not sure if u have noticed it but the.. oh how the **** do u say it in english? the wheeel thing, which is "ontop of the wheel" is very very less quality than the rest of the model, i would have ggiven it somewhat more smooting, just make it look more smooth really.

looks very very good all over^^


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Link102
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Posted: 11th Apr 2010 15:40
"the front fender is low-poly"

I don't see any differences to older models

lazerus
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Posted: 11th Apr 2010 16:20
Or wheel arch and hes added more detail into the engine mechanics.

Mainly the cooling 'extrudes' around the engine area

Decneo
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Posted: 11th Apr 2010 17:49
Quote: "not sure if u have noticed it but the.. oh how the **** do u say it in english? the wheeel thing, which is "ontop of the wheel" is very very less quality than the rest of the model, i would have ggiven it somewhat more smooting, just make it look more smooth really.

looks very very good all over^^"


it's lowoly..


Quote: ""the front fender is low-poly"

I don't see any differences to older models
"


i've fixed the engine and the exhaust

Quote: "Or wheel arch and hes added more detail into the engine mechanics.

Mainly the cooling 'extrudes' around the engine area"


yes.

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Quik
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Posted: 11th Apr 2010 18:09
Quote: "it's lowoly.."


what i meant is that is is even more low poly than the handles, or other even less important areas


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Decneo
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Posted: 11th Apr 2010 18:54
Quote: "what i meant is that is is even more low poly than the handles, or other even less important areas"


ok,i'll make it more poly than now.. thank you.

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Decneo
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Posted: 12th Apr 2010 09:22
updated



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haliop
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Posted: 19th Apr 2010 15:44
front wheel still looks weird...
awesome job btw.
Decneo
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Posted: 19th Apr 2010 17:06
Quote: "front wheel still looks weird...
awesome job btw. "


i have to keep in rule 1
rule 1 is keeping in lowpoly so if i make it more complex it also through to high poly that doesn't wanted for FPSC.

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Decneo
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Posted: 19th Apr 2010 17:06
Quote: "awesome job btw. "


sorry,forgot to say thank you.

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Decneo
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Posted: 20th Apr 2010 19:31
Unwraping



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mike5424
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Posted: 20th Apr 2010 22:02
Quote: "
i have to keep in rule 1
rule 1 is keeping in lowpoly so if i make it more complex it also through to high poly that doesn't wanted for FPSC."

Why not do a bake?

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Black Profductions
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Posted: 21st Apr 2010 02:47
Quote: "Why not do a bake?"

For most game engines will work, but not sure about fps creator if you dont use a normal map shader or maybe, a specular map with an adapted texture

Decneo
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Posted: 21st Apr 2010 05:41
Quote: "Why not do a bake?"


i'm going to buy a new stuff this weekend to make me enhance my model

Quote: "For most game engines will work, but not sure about fps creator if you dont use a normal map shader or maybe, a specular map with an adapted texture"


specular map , normal map will be nice in FPSC and also some shader.

thank you,
Decneo

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Decneo
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Posted: 21st Apr 2010 11:10
Done!!



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Decneo
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Posted: 21st Apr 2010 11:15
in game





thank you,
Decneo

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LeminR
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Posted: 21st Apr 2010 16:57
nice friend..
NickH
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Posted: 21st Apr 2010 17:29 Edited at: 21st Apr 2010 17:31
Apart from the texture making it look like a T1000 disguised as a bike it looks good. I'm no expert on bikes, but I think the spokes should be thicker and the front mud guard should be rounder as it doesn't match the rear. Its one thing making a model low polygon, but you shouldn't compromise the model so much that it doesn't look right.

EDIT-I hadn;t seen the textured version before saying it looking like a T1000 in disguise
Hassan
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Posted: 21st Apr 2010 17:40
very nice man, but those white parts in the last screen shot does not look as good as the rest of the model

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