2009 KX250F

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Break.
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2009 KX250F

Post by Break. »

Hey..i know someones already doing one but I've been working on this for my portfolio for about a month now..when Ive had the time anyway...since all you guys race or love MX i thought I'd post it on here so you can give me some crit if the model don't look right...i don't own a KX so its all done off found imagery...its relatively low poly for the current consoles...want it to be under 20,000 tris... but if there's anyway that MX Simulator can handle it I'd be more than happy to upload for public use when its done...anyway give us some feedback...laters Break...
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yzmxer608
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Re: 2009 KX250F

Post by yzmxer608 »

Looks pretty good to me, I just don't have a KX either so I can't really tell you if its a perfect replica or not. 20,000 is a little high for MXS, but once you take the wheels and tires off that should go down (the wheels and tires are a seperate model you select in game).
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Break.
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Re: 2009 KX250F

Post by Break. »

Yeah...the wheels and tyres are as low as i could get them...without them looking like squares haha...currently its hovering around 14,000...so it will end up less than 20,000...and once its done im going to go over it and shave some polys off..hopefully it will end up at like 17,000...wheels and tyres are around 3,000 each..including hubs...spokes..disc's and sprockets...so the model itself will be around 11,000 if it works like that...
MXloverSam40
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Re: 2009 KX250F

Post by MXloverSam40 »

Do square wheels! :wink:

Nah, but it doesn't look to bad I havn't seen anything that isn't exactly like my bike (in real life) so I guess its good!

I know your new but for future reference post this stuff in upcoming models/skins section.
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yzmxer608
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Re: 2009 KX250F

Post by yzmxer608 »

11,000 sounds pretty good, nice work so far :).
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mace-x
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Re: 2009 KX250F

Post by mace-x »

great, it looks good, hoping you know good enough how to uvmap, because it helps a lot with the skins :)
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MXloverSam40
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Re: 2009 KX250F

Post by MXloverSam40 »

mace-x wrote:great, it looks good, hoping you know good enough how to uvmap, because it helps a lot with the skins :)
whats the uvmap? is that what it looks like flat?
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Kawasakis
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Re: 2009 KX250F

Post by Kawasakis »

No,i think its that to do skins ''Wire Frame'' or something.
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yzmxer608
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Re: 2009 KX250F

Post by yzmxer608 »

Yeah its the wireframe of the skin in 2d. It is what you use as the skin for the model.
TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.
Break.
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Re: 2009 KX250F

Post by Break. »

Hey...yeah I know how to unwrap...got a degree in games design but cant get much work over here in the UK so thought I'd do something productive :D...just finding the time in between my crappy job to do stuff I love is hard...had to give up MX because of uni so this keeps me in the loop somewhat...IF i have the permission to put it on here when its done i'll put the texture map up too so you can do your own decals...like i say i dunno the rules and regs about this but i'll be glad to help out where i can...cheers for your comments...keep em comin...laters..
Break.
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Re: 2009 KX250F

Post by Break. »

And the UV map is basically the model flattened yeah...so you can texture the model properly...oh and does anyone know if the games engine allows normal mapping or is it just diffuse?? because I was planning on normal mapping it too...
Wilson
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Re: 2009 KX250F

Post by Wilson »

It will support that later on, not sure exactly.
MXloverSam40
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Re: 2009 KX250F

Post by MXloverSam40 »

thats what I ment by the bike "flattened" but you guys answered me anyway. Tenk Yoo
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Re: 2009 KX250F

Post by nickmx »

the back fender doesnt look right
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yomo
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Re: 2009 KX250F

Post by yomo »

Well i think the whole thing looks really really good.

Obviously the wheels and stuff will have to go but i think you should release those as a separate model.


Cant wait, and there are no rules about who make's what model etc...
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