Sunday, January 31, 2010

Motorcycle Continued

Currently this unoptimized base mesh of the motorcycle is holding at 8,923 polygons, it should come under my proposed polycount. I modeled in quads to help with deformations and smoothing groups when applied. Unlike a car a motorcycle has more asymmetrical parts, while some parts can be duplicated by symmetry or mirroring many parts can not be created in this fashion. The tires and spoke rims are the last part of the base mesh, After which I will use this to continue to create the high poly and then reverse engineer to create the low poly. I would love to try using Topogun to retopologize this mesh but it might be done just using Max.

Monday, January 25, 2010

B-Movie challenge

Well I have been tossing some ideas around I think I will flesh out a few more concepts.

Tuesday, January 12, 2010


Motorcycles are great when done right, recently I had a chance to see the new video game Bayonetta, which looks great by the way. Motorcycles are used in the game like many others from the past and present. My plan is to create this as one entire solid base mesh and then do a high resolution version to apply as the normal map, currently it weighs in at around 4,466 polygons. I should be able to keep this under 10,000 polygons my idea weight for this model would be somewhere around 7,000 to 8,000 polygons.