Yamaha XJR 1300 (WiP)

simon

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Trianglecount: 4991
Texturemap: 1x 1024*1024

Still work in progress, need to tweak everything + do the sadle/engine/small parts. Its for our mod www.off-limits.be

xjr10.jpg
 
that...for 5000 tris?

you need to start optimizing, looks like a 3000 tri model to me
 
hot shit that made my day im gona be the first to download your mod
 
Looks very good. How about throwing the wire in here so we can see how you thought working on it...?
 
Its really nice. Just two questions, why isnt there any front bumper and can you use the brand Yamaha ? because i couldnt use Pepsi :(
 
Garfield_ said:
Its really nice. Just two questions, why isnt there any front bumper and can you use the brand Yamaha ? because i couldnt use Pepsi :(
Since when do motorbikes have bumpers?.....or did you mean something else?
 
Twinke Masta said:
that...for 5000 tris?

you need to start optimizing, looks like a 3000 tri model to me

Yea, i know it doesn't really show on the model, but the model isn't made by me, all i did was clean it out a bit to make my unwrapping easyer and to have no errors in the end.
 
Garfield_ said:
Its really nice. Just two questions, why isnt there any front bumper and can you use the brand Yamaha ? because i couldnt use Pepsi :(

front bumper ?

I have no idea we can or can not use the brand names as they are. When we recieve mails from the company's asking to remove them, we will ... :)
 
Mikademius said:
Looks very good. How about throwing the wire in here so we can see how you thought working on it...?

like i said earlyer, not my model, but i'll post a wire on the next update
 
simon you should have a shader for the metalic parts so that they are shiny and reflect light :S ...
make a spec map .... or reflmap.
 
it's a WiP, i was planning a specular map, but i need to learn how to make them first :/
and i tried in the past, and i didn't manage to get it to work (i know its greyscale and all, but how exactly do you make it in photoshop, thats what i can't figure out even with tutorials ;p ) if anyone carez to enlighten me, i'd be very thankfull :)
 
make a normal, put the spec map on the normal alpha channel duplicate, whiter it is, shinier it is.
 
Judging by your mod style, I'd say dirt maps are more important than spec or reflection maps. Rust it up, cover it in mud and then worry about the small area's left that might still be clean enough.
 
TDE his modeling style doesnt imply anything about how it should be textured :S ....it just looks like that coz he has already weathered it down lol.
as for spec maps it works with ur UVW. i sugest that u finish all ur weathering then turn off all the layer modes of the weathering layers so theyre black ..merge them ..and put them on a new white layer ....
 
who's TDE ?

did some small updates (and i know it needs dirt and all, but thats all stuff i'll add when the base skin is done)
did the airfilter + steer + fuelmeter
some parts are textured badly (it's just to get the correct shape, as in "temp textures"
so don't mind the sadle/fuellid :p
xjr11.jpg
 
well, i learned to compile models today and i did a quick test on the bike ingame.
thought i'd share it with you all:
soon you will be able to drive this baby into your enemy's !! moehahah :p

yamaha_ingame_WIP.jpg
 
not yet, but we will make it drivable, and i asked the coder to implant a wheely move :p
 
you dont need code for that, just make the turbo give it just enough extra juice to pop and hold a wheelie. you have full control over the vehicle script without needing to know c++. make a vehicle_jeep in a map and find its script, then dig it out of the gcf's and modify it to your needs, then you can re-specify the vehicle_jeeps script to yours and it works perfectly. thats about the only part of my vechile i can get to work right lol. it wont animate, the physics model is sideways (and when i rotate it 90 in xsi it gets rotated 180 ingame :angry: )
 
can u make a tut for that or somethin like that :D i really like it
 
not really no sorry, i have very little time (i haven't made ant progress on it yet)
i'm learning HL2 mapping at the moment, making a map with a lot of my own props, so the bike is on hold for a bit aswell :)
i have made a vid on UV mapping a weapon but it was 200MB+ (so i never posted it anywhere :p )
 
ah, i c that what im tryin to do too is make my own props for my maps but i cant figure out how :(
 
simon u should just split the video and compress it as much as possible without a whole lot of quality loss, i use techsmiths ensharpen to compress and convert my vids to quicktime. It took a 80mb avi file and made it into a 9mb mov file.
 
mine is a 1gig + file compressed to 200MB :p
anyway UN mapping a weapon is pretty lame to view anyway

anyway, i might record making a simple prop soon (but i HATE working in a low-rez just to tape something, i'll see what i can do
 
what program are you using to screen capture, and u dont have to uv map the entire wepon, u should just use an example low poly weapon that shows the technique.
 
I was gonna make a tutorial on how to compile your models into hammer, but there already is a tutorial for that in our forums. So i wont make it of course, you can have a look for yourself: http://www.off-limits.be/phpBB2/viewforum.php?f=17
We made some tutorials already about some stuff, so hope it helps!
 
hey if u still have that uvw video i can help u get it compressed well and online ..
oh and what happ to the spec ?
 
i haven't made a spec yet :) and that vid is history, i'll make a small one when i do my next prop_ model for my map, i'll keep you posted.
 
hey mindless_modder wat ever happened to that SAR
sry for breaking the topic.
 
well, my prop_static model is made, i will record a short bit of some parts i will UV map.
I'll try and have it up by tomorrow

(2 hours work, 1900 triangles)
remorque.jpg
 
well, i taped 15 min. It's without audio of course ;)
but it shows how i setup up my model for a compile + start UV mapping hope this shows how to get started. This is how i usually work, i'm not saying it's the best way. But i like it and i'm used to it ;)

Xvid - 18mb
http://www.off-limits.be/small-uv-tut.by.simon.rar
 
and this is how it looks unwrapped:
remorque1.jpg


and this is how the UV map looks like (scaled down, i'm doing it at 1024*1024)
remorque2.jpg
 
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