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detailed motorbike #224689
08/31/08 18:57
08/31/08 18:57
Joined: Jul 2006
Posts: 111
Germany near Wuerzburg
D
Disaster Offline OP
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Disaster  Offline OP
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D

Joined: Jul 2006
Posts: 111
Germany near Wuerzburg
hi
i have designed on this model for about 2 years (with somme long breaks^^) and now it's finally complete.
I have made the whole geometry in 3d gamestudio and only used 3ds max to merge the single parts and texture them. this is also a rendering with 3ds max because the model is actually to big for making an engine preview in 3d gamestudio.
First i started to make this because i owned this motorbike and had to sell it. but a few month ago a friend saw it and started to write a little racing game for it in C#.
the reason why we don't use 3d gamestudio is simple^^ only i have a copy of it and the model is too detailed. so we use xna for the game but i design the models still in 3d gamestudio^^

number of polygons: 89.869
number of vertices: 48.181
the most polygons are handmade but for some parts i only made one half an copied it
the most polygons are in the tires (with real 3d grip), the motor and the chain












Last edited by Disaster; 08/31/08 19:00.

mfg Disaster
Re: detailed motorbike [Re: Disaster] #224691
08/31/08 19:09
08/31/08 19:09
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
Quote:
so we use xna

using xna is not going to help no model should be 89k polys and put into a realtime game. also I dont get were all the polys are at? the bike is relatively low poly looking. That same bike looks like it could be made in about 5k, with the exception of having every chain link modeled.

Re: detailed motorbike [Re: lostclimate] #224692
08/31/08 19:14
08/31/08 19:14
Joined: Jun 2005
Posts: 4,875
broozar Offline
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broozar  Offline
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Joined: Jun 2005
Posts: 4,875
have a look at the shading errors at the engine and the back wheel metal thingie. i suppose every screw and bolt is modelled, that costs qoite some polygons. and the skin makes it look like a toy.
i agree with lostclimate, 5k would be enough.

Re: detailed motorbike [Re: broozar] #224694
08/31/08 19:53
08/31/08 19:53
Joined: Sep 2007
Posts: 761
Hrvatska (Croatia ), Slavonski...
cro_games Offline
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cro_games  Offline
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Joined: Sep 2007
Posts: 761
Hrvatska (Croatia ), Slavonski...
OMG 90k for that..lol!


Hello everyone my name is Ivan Mandic from "Frozen pixel studio". wink
-----------------------------------
Homepage: www.fpx-studio.com
e-mail: emu_hunter_1990@hotmail.com
(working on a game engine)
Re: detailed motorbike [Re: cro_games] #224697
08/31/08 20:15
08/31/08 20:15
Joined: Jul 2006
Posts: 111
Germany near Wuerzburg
D
Disaster Offline OP
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Disaster  Offline OP
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Joined: Jul 2006
Posts: 111
Germany near Wuerzburg
in xna it works quite good with an acceptable framerate (without texture but the texture is not really good and detailed...)
the plastik look is because it was the first time that i textured something in max
and i think that 5k polys are a little bit to few...maybe for a car this is enaough because there are all technical parts behind the case but here for example the engine and some other parts who are very complex are visible

@broozar: you are right. i have modeled nearly every bolt and when i started it i made it for a screensaver or something else and not for a game. this idea came later.

Last edited by Disaster; 08/31/08 20:22.

mfg Disaster
Re: detailed motorbike [Re: cro_games] #224699
08/31/08 20:22
08/31/08 20:22
Joined: Dec 2003
Posts: 1,220
Just down the road from Raven
BlueBeast Offline
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BlueBeast  Offline
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Joined: Dec 2003
Posts: 1,220
Just down the road from Raven
well, i'm torn between opinions....

The bike looks great, that is for sure...

but it seem you're working in the middle ground of things.

An ultra high poly model is good to get your normal maps and bake in lighting/shadows etc.... but it's certainly too many polys for in game use.

The other thing is, for as many polys as it is, you could have made it even more to look even better. The rear sprocket for instance, looks like an average model, and the octoganal shapes around the guages, all not very round. Though I know such things are easier to create if MAX is used.

In fact, I use MAX to make more complicated shapes, like cylinders with more than 12 sides, or spheres with more faces etc, then import them into MED.

I still think it's a great model, and a lot of work, and a lot of experience came from it for sure.

And if it was created using MED, it's even more spectacular!

But you indeed should make it less detailed for use in a game, and/OR make it even more detailed to get great skins for a much lower poly model.

It is good work though, but it's only half of one thing, or too much of another. You'll ahve to choose what to do with it if youll continue with it.

Good work though!

- Jason


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Re: detailed motorbike [Re: BlueBeast] #224715
08/31/08 21:26
08/31/08 21:26
Joined: Jul 2006
Posts: 111
Germany near Wuerzburg
D
Disaster Offline OP
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Disaster  Offline OP
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Joined: Jul 2006
Posts: 111
Germany near Wuerzburg
hm...i think i'll use melody from nvidia to make a normalmap because there are also problems with the collision detection


mfg Disaster
Re: detailed motorbike [Re: Disaster] #224793
09/01/08 08:24
09/01/08 08:24
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
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ello  Offline
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Joined: Oct 2002
Posts: 8,939
planet.earth
i think the mesh needs a total rework, because of those shading errors. looks when you put a mesh into a hypernurbs (cinema4d) object without creating an accurate mesh.


www.earthcontrol.de
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Re: detailed motorbike [Re: ello] #224799
09/01/08 08:50
09/01/08 08:50
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
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frazzle  Offline
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Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
About the amount of detail, I'm not going to give my C&C since it's obvious that the model reflects reality thus nice job there smile smile
But off course, it wouldn't be plausible towards the framerate when lets say you want to make a Moto GP-like game. Since mostly you would have got around 15-20 bikes which means around 1335000-1780000 polies without any game environment or code yet wink wink

I think, from my pov, it's best to keep it to your intial idea.
My point is not to look down at you but to give constructive C&C thus the best option would be a screensaver. And you got to admit, that would be one heck of a screensaver right ^^

Cheers

Frazzle


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Re: detailed motorbike [Re: frazzle] #224821
09/01/08 11:47
09/01/08 11:47
Joined: Jul 2006
Posts: 111
Germany near Wuerzburg
D
Disaster Offline OP
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Disaster  Offline OP
Member
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Joined: Jul 2006
Posts: 111
Germany near Wuerzburg
i think we have to limit the number of the bikes in the game up to only one because we have no idea how to create a acceptable ai. so the game is going to become a ralley or trackmania like game where you drive against the time.

to the meshes:
i know that some of them are loking really bad but i dont know why. I have no idea how this happend and so i don't know how to change it. of course i could delete them and create new ones but i have already testet it and the result was the same


mfg Disaster
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