It's me again. I hope everyone's holiday season was good and spiffy. Mine was as much fun as it was productive. Low poly modeling for the "bike" part of the motorcycle project is for all intents and purposes done, aside from minor changes due to feedback I may get. With all the necessary faces deleted, the model comes out to about 10,000 polys. It may seem a little heavy for some games, but I'm treating it like it's gonna see a lot of screen time in an engine that can handle the weight of the model well (in this case, Unreal). As I predicted, it was ten times harder to do than the sidecar. Trying to get an understanding of how a motorcycle functions is no easy task. On top of that, I have to simplify it so that it meets my poly budget and also looks like it can function properly. All in all, I think an average Joe such as myself will buy it, but it won't stand up to the scrutiny of a motorcycle expert. But, this is usually true with a lot of things in games, so it doesn't concern me much. I think I stuck close enough to the concept while also giving it my own personal touch. But, that's for you folks to decide. Take a look see:
So once I'm satisfied with the low poly, it's on to planning for the high poly. This project is gonna push my Zbrush skills to the limit, so I honestly can't say how long it'll take. Should be interesting though. Next posting should consist of zbrush progress pics. See you then....
EDIT:
So , In my haste to get the post up, I completely forgot to show off Joe's concept of the bike. Shame on me, because it's pretty damn good. I had to take a picture of it as opposed to scanning it, so apologies for the crappy quality. Definitely doesn't do it justice enough. Well done!
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