PiBoSo Official Forum

GP Bikes => Mods => Bikes => Topic started by: Blackheart on November 08, 2015, 09:22:29 PM

Title: Software for modeling bikes?
Post by: Blackheart on November 08, 2015, 09:22:29 PM
In the past (10 years ago  :-[) I had created something, including a nice car using Maya. Now I would like to make a simple bike, that maybe one day I can import into GP Bikes.

So, simple questions are  ;D :

1_The best software for this intent.
2_What attentions (or tips) should I know in the model creating?
3_I have to think about the next questions  ;D

P.S. I do not want to use Maya.
Title: Re: Software for modeling bikes?
Post by: Hawk on November 08, 2015, 11:27:22 PM
Quote from: Blackheart on November 08, 2015, 09:22:29 PM
In the past (10 years ago  :-[) I had created something, including a nice car using Maya. Now I would like to make a simple bike, that maybe one day I can import into GP Bikes.

So, simple questions are  ;D :

1_The best software for this intent.
2_What attentions (or tips) should I know in the model creating?
3_I have to think about the next questions  ;D

P.S. I do not want to use Maya.

I'd recommend using either Maya 2011 onwards or, 3ds Max 2010(for the 3ds Max EDF Exporter Plugin that works)

Hawk.
PS: What's the problem with Maya for you?
Title: Re: Software for modeling bikes?
Post by: Blackheart on November 08, 2015, 11:46:59 PM
No problem with Maya, but I prefer to learn a different software from scratch, , anyway when I used Maya i was too young.  ;D

I was started with the idea of working on a version of 3ds Max, thank you for having shown a specific version  ;)

My idea was to follow a few tutorials, and after try to start a "simple" scooter (few complex parts to be modeled)  :P
Title: Re: Software for modeling bikes?
Post by: Furious on November 09, 2015, 01:54:34 AM
Blender is awesome. And once you get how to set fbx2edf it works just fine and quick.
Title: Re: Software for modeling bikes?
Post by: Hawk on November 09, 2015, 05:42:42 AM
Quote from: Furious on November 09, 2015, 01:54:34 AM
Blender is awesome. And once you get how to set fbx2edf it works just fine and quick.

Blender is a powerful piece of kit for sure, but personally I just hate the interface. I know that's a cliché, but I thinks it's a true cliché when you understand that there are accepted industry standards for user interfaces as far as commands/controls and how they work but Blender developers seemed to have gone out of their way to do things totally differently. CRazy! Otherwise I think a lot more people would use blender, because as I've already said, it is a very powerful piece of kit.

I guess another thing is that once you've learned Maya or 3ds Max, then the thought of having to learn a totally alien UI interface is just not worth it seeing as Maya or 3ds Max can do anything you'd want to do anyway. So there would be no benefits from it. But for someone who is just starting out learning how to model in 3D then it is well worth looking into I'd say. :)

Not sure of Blenders limitations compared to Maya or 3ds Max, but I'm sure there will be some?  :-\

But overall I like the Maya interface... It just seems very intuitive to me, and you can get to functions easily without having to go through menu after menu after pop-up boxes like in 3ds Max. The Maya interface is the best one in my opinion.
The only problem with using Maya, is not Maya itself, but the fact that most of the modding exporter plugins are designed for 3ds Max, hence I have 3ds max just for exporting any modding work.
Let's hope that plugin developers will see the light and develop FBX exporters for their file formats. That's why I thought Piboso had pulled a stroke of genius when he released his FBX2EDF exporter, but unfortunately it doesn't work when exporting tracks, though I've been told it works when exporting individual objects, like for when you export your individual bike objects? If anyone can confirm that? ;)

Hawk.
Title: Re: Software for modeling bikes?
Post by: C21 on November 09, 2015, 08:35:25 AM
As i know most of the Modders are using any version of 3dsmax (2010-2015).
Title: Re: Software for modeling bikes?
Post by: janaucarre on November 09, 2015, 08:52:56 AM
The export plugins for gpikes 3ds max, are for the 3ds max 2010 version, correct me if I'm wrong.
Title: Re: Software for modeling bikes?
Post by: Hawk on November 09, 2015, 09:03:21 AM
Quote from: janaucarre on November 09, 2015, 08:52:56 AM
The export plugins for gpikes 3ds max, are for the 3ds max 2010 version, correct me if I'm wrong.

As far as I understand, the only exporter plugin that is reliable and works is for 3ds Max 2010 only. There are others up to 3ds max 2012 but as I say, the only one that works well is for 3ds Max 2010. As far as I know?  :-\

The one I'd like to see fixed is the FBX2EDF exporter. That would cover most 3d Applications all in one go.  ;D

Hawk.
Title: Re: Software for modeling bikes?
Post by: Blackheart on November 10, 2015, 12:19:16 PM
Additional questions coming  ;D

1_ Is there a guide on how to import a bike in GP Bikes after finishing the modeling?
2_ I'm working on a bike but I think I've already exceeded the limit polygons "183k", for GP Bikes (like in a screenshot)... so, how many polygons should have a finished model?

(http://i63.tinypic.com/nco11w.jpg])
Title: Re: Software for modeling bikes?
Post by: Hawk on November 10, 2015, 12:41:41 PM
Quote from: Blackheart on November 10, 2015, 12:19:16 PM
Additional questions coming  ;D

1_ Is there a guide on how to import a bike in GP Bikes after finishing the modeling?
2_ I'm working on a bike but I think I've already exceeded the limit polygons "183k", for GP Bikes (like in a screenshot)... so, how many polygons should have a finished model?

(http://i63.tinypic.com/nco11w.jpg])

That is a very good question! Maybe Piboso could advise us on that one?

But my initial advice would be to model in detail what can be seen; anything hidden you can leave out totally. Then try that. If that is okay you can update the model with more and more detail.

But given the power of hardware nowadays, I would just create your model as efficiently as you can(that can vary greatly depending on your experience and knowledge), and then just integrate and test. If it works okay with 24 of your model bikes on track(a full race grid) without affecting the FPS out of the normal(testing on various detail tracks) then your okay.  If not then you have to go back and reduce the detail, but I wouldn't worry about it too much these days unless your modelling technique is very wasteful.  :)

Your bike is looking very good mate from what I see there..... Your not a beginner to 3D modelling surely!?  :o ;D

Hawk.

Title: Re: Software for modeling bikes?
Post by: Blackheart on November 10, 2015, 12:58:31 PM
I'm not a complete beginner (3ds Max is very similar to Maya)  ;D but in this bike my work is only marginal, I used a base and  I'm working on it only to learn as quickly as possible  ;)

How tutorials for GP Bikes I found only one (very nice!) for create the occlusion map here (http://forum.motonline-france.com/viewtopic.php?f=67&t=1577)  for the rest I do not know absolutely nothing  :-[
Title: Re: Software for modeling bikes?
Post by: Blackheart on January 07, 2016, 09:46:23 AM
Quote from: Blackheart on November 08, 2015, 09:22:29 PM
P.S. I do not want to use Maya.

... I return to Maya  ;D

For now I have only created a blueprint of the Fifty (in Italy was very famous in the 90's)

Blueprint
(http://i63.tinypic.com/2aj3zm8.png)

Original photo
(http://s18.postimg.org/so5mtcset/arf33.jpg) (http://postimg.org/image/so5mtcset/)

If I can find the time to work on, I will update you with the progress ...  :P
Title: Re: Software for modeling bikes?
Post by: Boerenlater on January 07, 2016, 10:39:32 AM
I have access to a legal version of 3dsmax. How hard is it for a complete beginner to make a bike?
Title: Re: Software for modeling bikes?
Post by: ALEale on January 07, 2016, 12:04:58 PM
Quote from: Blackheart on January 07, 2016, 09:46:23 AM
Quote from: Blackheart on November 08, 2015, 09:22:29 PM
P.S. I do not want to use Maya.

... I return to Maya  ;D

For now I have only created a blueprint of the Fifty (in Italy was very famous in the 90's)

Blueprint
(http://i63.tinypic.com/2aj3zm8.png)

Original photo
(http://s18.postimg.org/so5mtcset/arf33.jpg) (http://postimg.org/image/so5mtcset/)

If I can find the time to work on, I will update you with the progress ...  :P

you will be like a god for Alby46 eheheheheh
Title: Re: Software for modeling bikes?
Post by: Napalm Nick on January 07, 2016, 12:05:39 PM
I don't know Boeren - I got interested to try but stopped when it is £145 a month to 'hire' the Maya/3DS software.  Would cost me about £1000 to learn to make a 3d circle first.  ::)  Pffff.

Looks a fun bike Blackheart!
Title: Re: Software for modeling bikes?
Post by: Alby46 on January 07, 2016, 12:28:35 PM
TI AMOOOOOOOOOOO. PLEASE FINISH IT IT'S MY DREAM MOPED
Title: Re: Software for modeling bikes?
Post by: Hawk on January 07, 2016, 02:38:14 PM
Quote from: Blackheart on January 07, 2016, 09:46:23 AM
Quote from: Blackheart on November 08, 2015, 09:22:29 PM
P.S. I do not want to use Maya.

... I return to Maya  ;D

For now I have only created a blueprint of the Fifty (in Italy was very famous in the 90's)

Blueprint
(http://i63.tinypic.com/2aj3zm8.png)

Original photo
(http://s18.postimg.org/so5mtcset/arf33.jpg) (http://postimg.org/image/so5mtcset/)

If I can find the time to work on, I will update you with the progress ...  :P

I'd have thought you could've just used your photo below as a background image in 3ds Max for the blueprint instead of the extra work for the blueprint drawing you have done above?

(http://s18.postimg.org/so5mtcset/arf33.jpg) (http://postimg.org/image/so5mtcset/)

I know it's in perspective view which gives slight discrepancies in accuracy but that's what we have to make do with unless we have access to engineering plan drawings, which is very rare.  :)

Hawk.
Title: Re: Software for modeling bikes?
Post by: Hawk on January 07, 2016, 02:47:26 PM
Quote from: Boerenlater on January 07, 2016, 10:39:32 AM
I have access to a legal version of 3dsmax. How hard is it for a complete beginner to make a bike?

Experience is the main thing to have..... I look on every modelling technique in my personal experience library as a weapon, and the more weapons you have the easier it is to do this kind of work and to sort out any problems you may come across.

If your just starting from no experience then you will make many mistakes and find it hard to do. If your completely new to 3D modelling then I would just say to give it a try because you will learn SO much just by doing rather than not doing.... But do learn your way around your 3D apps interface first so that you know were your tools are and what they do... But yeah, go for it!  ;)

Hawk.
Title: Re: Software for modeling bikes?
Post by: Blackheart on January 07, 2016, 03:35:53 PM
@Hawk

The blueprint sketch, I needed above all to learn the model, and less for the initial modeling, I prefer to start with something quite primitive, and then change the image in the second part of the modeling.  :P
Title: Re: Software for modeling bikes?
Post by: h106frp on January 07, 2016, 04:34:28 PM
 I have been  advised that 45,000 triangles total is about correct for a complete bike.
Title: Re: Software for modeling bikes?
Post by: Alby46 on January 07, 2016, 05:15:55 PM
i think a blueprint for this one is necessary, since its photos are rare and there is only one model like that
Title: Re: Software for modeling bikes?
Post by: Hawk on January 07, 2016, 06:11:01 PM
Quote from: h106frp on January 07, 2016, 04:34:28 PM
I have been  advised that 45,000 triangles total is about correct for a complete bike.

Personally I wouldn't worry too much about triangle count these days so long as you model efficiently and model detail only were it's needed(were it's visible to the viewer/user and will be seen close up) you should be okay. You can always reduce the detail later if required after testing, but very rarely need to do so nowadays.  :)

Remember that a lot of detail can be added with normal maps when applying textures; saves the need for highly detailed polygon modelling in a lot of cases.  ;)

Hawk.
Title: Re: Software for modeling bikes?
Post by: h106frp on January 07, 2016, 06:17:19 PM
I expect the reason for being conservative is that you might have 10+ bikes on screen so already half a million triangles.
Title: Re: Software for modeling bikes?
Post by: Hawk on January 07, 2016, 07:55:38 PM
Quote from: h106frp on January 07, 2016, 06:17:19 PM
I expect the reason for being conservative is that you might have 10+ bikes on screen so already half a million triangles.

I understand your reasoning, but actually that is not strictly true...... A graphics engine only draws and processes surfaces that are visible to the camera being viewed; this cuts down the processing workload dramatically. This is also the reason for not modelling objects or part of objects that will never be visible to camera as it is just wasting system resources and is a very inefficient way of modelling for games/sims.

But certainly I'd agree that being conservative is always the best policy, but it's always good to see the detail in objects, that is if you can ever get close enough to view that detail.  :)

Maybe Piboso could enlighten us to the power of the GPB graphics engine capabilities? This would be useful info for modders.

Hawk.
Title: Re: Software for modeling bikes?
Post by: HornetMaX on January 07, 2016, 09:00:11 PM
Well, it surely depends on the GPU you're running on ...

Anyway, I think that when a 100K  tri bike is in view, it "costs" more than a 50K tri bike, even if only 10K tri are drawn in the end for both bikes.
Title: Re: Software for modeling bikes?
Post by: Hawk on January 07, 2016, 10:18:59 PM
Quote from: HornetMaX on January 07, 2016, 09:00:11 PM
Well, it surely depends on the GPU you're running on ...

Anyway, I think that when a 100K  tri bike is in view, it "costs" more than a 50K tri bike, even if only 10K tri are drawn in the end for both bikes.

Absolutely Max, obviously the better the graphics card and larger VRAM you have the more it can handle in a given time, but you still need a decent CPU and adequate size of RAM too to complement that GPU power of course.  :)

Chances are that the higher density mesh would have more surfaces in view anyway than a lesser density mesh for any given view, so yes it would take that bit longer to draw the higher density mesh, but as long as your system specs can handle it then that's okay. I guess this is why some games/sims have minimum system spec notes so that you can make sure your system can handle it.

But anyway, I was just pointing out that the GPU doesn't draw every surface that the original bike model was made from but only those surfaces that are visible to the viewing camera, because it's a common misconception that the GPU draws the whole of an objects mesh in view at any time, it doesn't.  :)

Hawk.

Title: Re: Software for modeling bikes?
Post by: Blackheart on January 11, 2016, 07:33:20 AM
 ;D So, I can confirm that from now begin the Fifty modeling.

These days I had to "relearn" to use Maya, (I am better here than with 3dsMax), and I found some good pics to understand the model geometry.

As you can see from picture below, I started just now, when I have more material to show, probably finished the chassis, i'll open a new topic, I think it will be fun!  :D

(http://s9.postimg.org/eoidk024b/maya_2016_01_11_14_59_08_16.jpg) (http://postimg.org/image/eoidk024b/)
Title: Re: Software for modeling bikes?
Post by: Alby46 on January 11, 2016, 09:28:57 AM
 ;D :D :-X
Title: Re: Software for modeling bikes?
Post by: Alby46 on February 26, 2016, 05:51:28 PM
Any news? I'd love to have this running
Title: Re: Software for modeling bikes?
Post by: Blackheart on February 26, 2016, 07:40:43 PM
Currently I wanted to complete other projects, one of which was finished the ITA translation, the others are a couple of skins that I had been requested, but I had little free time.  :-\

Certainly when I have the time will end a 3d primitive model, but I do not think it will be very soon, it really takes long time to create a good model and optimized with the polygon count.  :P

Usually I finish what I start, for example the VR Mugello 2001 paint, I finished it one year later ... ok not a good news  ;D
Title: Re: Software for modeling bikes?
Post by: Alby46 on September 30, 2016, 08:15:27 PM
News about the fifty? :(