Author Topic: Honda NSF250R  (Read 1204 times)

matty0l215

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Re: Honda NSF250R
« Reply #30 on: July 06, 2018, 09:09:26 PM »
When exporting in FBX2EDF

Select Recalculate under the Normals tab, then select Angle and set it to 180 That should fix it
I made that and this is the result, i canīt believe all this mod is ugly because the low poli model i selected.  >:(


Turn off smooth groups

This sort of thing is normal. Detail doesn't necessarily come from a high poly count. A cleaver modeler can make a model look great by using the Bump and Normal maps to great effect, giving the effect of more detail where there isn't any.
« Last Edit: July 06, 2018, 09:12:04 PM by matty0l215 »

h106frp

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Re: Honda NSF250R
« Reply #31 on: July 06, 2018, 09:13:12 PM »
When exporting in FBX2EDF

Select Recalculate under the Normals tab, then select Angle and set it to 180 That should fix it
I made that and this is the result, i canīt believe all this mod is ugly because the low poli model i selected.  >:(


If all the polygon edges are 'split' (this can be created by the rip) you can end up with it looking like that as it prevents the shading algorithm from working - try removing any double vertices from the model where you want it to look smooth

RIDER

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Re: Honda NSF250R
« Reply #32 on: August 07, 2018, 02:12:24 AM »
Im in love with this bike. Now that braking in 14b is kinda bugged its perfect to have a bike like this. Could steer a touch better on the brakes but that's all ive got.

JOACKO172

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Re: Honda NSF250R
« Reply #33 on: August 07, 2018, 02:15:09 AM »
Im in love with this bike. Now that braking in 14b is kinda bugged its perfect to have a bike like this. Could steer a touch better on the brakes but that's all ive got.
I don't like b14 so the development of this mod is stoped right now.

RIDER

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Re: Honda NSF250R
« Reply #34 on: August 07, 2018, 02:54:28 AM »
I was tester for a 125 mito based mod that got axed. It was developed for new players to race but with high limits for experienced guys, this fills that void.