View Full Version : Low Poly Bike
31-03-2003, 10:38 PM
Here is a low poly bike I have modelled for a game I am making. You get to ride the bike 1st person so I am thinking I will omit some of the stuff in the back that you would only see during tricks and stuff. Anyways, I used boxes cause i figure 6 polys for one of those and at least twice as much for a cylinder. Any friendly c&c would be most appreciated. Its 260 polys but most are in those damn wheels.
31-03-2003, 10:49 PM
Pls make a better picture of the bike. I can't see much with all that dark grey an blackness going on. BTW why do you use so little poly's if you're goping to ride the bike 1e person? I would sooner think of a 2000 poly bike then a 200 poly bike. Other then that it looks fine.
31-03-2003, 11:34 PM
I am doing it as low poly as humanly possible cause my engine is not super fast so every poly counts, sorry about the crappy picture. I guess the bright on my monitor is a bunch higher. I will try to brighten it up for the next post.
02-04-2003, 09:44 AM
I would recommend looking for a new 3D engine for your game, because if you're going to use this for 1st person, it should atleast have more details then 2 boxes stacked.
And change the background color to white, so the render is more clear.
02-04-2003, 11:04 PM
I have no money so I am using the free gameBlender engine. I have upped the 'polygonage' regardless. Thank you for your helpful feedback.
05-04-2003, 11:09 AM
Well the bike looks good for that polycount. Now we await the texture.
06-04-2003, 09:37 PM
If this is for Real-Time Strategy type of title, then yeah I guess its manageable.
But for some action-styled game, sorry but it looks awful... Theres no modelling at all besides alot of boxes and two cylinders, and even they are not connected properly.
I do not share the glorious attitude towards such work of this forum...
06-04-2003, 11:18 PM
Yeah the model doesnt look great and needs more work but sadly not all of us get to work at Reverie and do not have access to great 3d engines. At the risk of sounding bitter, I am a dirt poor student and gameBlender (free) is all I can afford.
In light of that, here is an updated model that I hope incorporates some, if not all, of the wonderful advice given to me.
The pictures follow,
06-04-2003, 11:19 PM
Good things come in twos...
06-04-2003, 11:35 PM
FD: Next time I suggest that you read through the entire thread before you post. He stated clearly that he is using a free engine and can't afford the polygons. All u did was trash this. Next time give constructive critic and tell the man how to do it better. These forums are made to help ppl so try n do it.
With good textures this can be pretty good. I have seen boxes look VERY round with proper shading and texturing.
Plz in the next render use something else then black. And show the wire as well. I know it aint much but always fun to see them. I guess unwrapping this will be blisfull...for once :D! Keep going man!
08-04-2003, 03:10 PM
For the polycount the bike looks okay. But I think the proportions are a bit off. I think the cylinders (or boxes for that matter) of the back part of the bike need to been thinner.
You could also consider making those from threesided cylinders instead of boxes. Saves you about two poly's and another to on either end of the box.
Maybe you should consider doing a highpoly version of just the steer. Just model what would be in the viewable area of the player. And use the bike for replays and stuff.
09-04-2003, 12:44 AM
I thinned those rear bars out a little. Thanks for the tip dude. Also, you can obviously see the wheel got seriously upgraded. The model is weighing in at 500 poly snow and I swear i will not go higher than 600. Anyways, sporting a new paint job. Textures are on the way!
09-04-2003, 02:46 AM
Looks good from 500 polys. There is still something that is just not quite right, but I can't put my fingure on it.
09-04-2003, 05:06 AM
Guessing the engine doesn't support Alpha mapping, right?
09-04-2003, 05:55 AM
I like the bike and you've done a good job. I think some added touches could be in order...
-give the bike a seat post and raise the seat a little.
-the rails leading to the back tire need to be narrowed down.
these are just my suggestions....but otherwise it looks great! Keep up the good work.
09-04-2003, 02:50 PM
solidarity: no, sadly it doesnt do alpha mapping. at least not as far as i know.
brown: i am all over it. the seat post idea is great, never really noticed that.
09-04-2003, 02:51 PM
If you wanted less polys but are modelling the wheels, use "mag" wheels instead - only three connectors instead of loads. I think the thing that looks strange is probably the lack of pedal, plus it could do with a good smoothing (90 degrees+ will make it smoother)
Nice enough model aside from that. I'm working on a highly stylised bike which I will post some images of later (ok, I'm going to the pub later, so that might mean tomorrow!) but have allowed myself a max of 1000 polys instead...
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