MX Bikes Official Forum

Mods => Bikes => Topic started by: GDUBMX on October 29, 2015, 11:08:00 AM

Title: Models import
Post by: GDUBMX on October 29, 2015, 11:08:00 AM
Hey piboso team or anyone who can help. So I'm new to 3r modelling and how it all works and keep seeing this website pop up featuring some very detailed models.http://www.turbosquid.com/3d-models/3d-model-of-kawasaki-kx250f-2015/852399

My question is can I buy one of these models and import it into mxb? Not saying I am but is this what this website is about and why we can buy models? Thanks guys.
Title: Re: Models import
Post by: Mace-x on October 29, 2015, 02:44:46 PM
Can you buy it and import it to mxb?
Yes and no.

Yes you can, no it wont run.

The model supplied is 190.000 polygons, i dont think mxb, or almost any game engine is capable of handling hat much polygons, i´d say 30.000 tris would be a quite detailed and nice bike.

In order to make it work you´d have to work on the mesh in order to reduce the amount of polygons, that´s a lot of work sadly  :(

Title: Re: Models import
Post by: GDUBMX on October 29, 2015, 03:56:18 PM
thank you very much mace! i really would love some new models, its gonna take me years to learn how to make and import decent models like Piboso's haha. i guess i'll just settle for what we have and keep skinning them as diffrent brands. :d thanks again Mace
Title: Re: Models import
Post by: Mace-x on October 29, 2015, 05:49:56 PM
No problem man!

If you know p2staa, dj, eskwaad, attacker or ddmx you can ask them for theyr 3d models, they´ve done some great work and i´m quite sure they would not mind the models on mxb.
Title: Re: Models import
Post by: HornetMaX on October 30, 2015, 11:21:09 AM
Quote from: Mace-x on October 29, 2015, 02:44:46 PM
In order to make it work you´d have to work on the mesh in order to reduce the amount of polygons, that´s a lot of work sadly  :(
Is that really that hard ?

I mean, if the hi-poly model has parts already grouped into "objects", maybe it won't be that long.

Also in some cases I've seen models that have multiple versions like hi/mid/low poly.

MaX.
Title: Re: Models import
Post by: 𝖙𝖋𝖈 on October 30, 2015, 12:00:56 PM
I guess I can see both points here, but I'd argue that in order to have the knowledge level to lower a models polycount and optimise for a game while maintaining the highest quality then you should really learn modelling first in order to learn what's involved and whats required.
Title: Re: Models import
Post by: HornetMaX on October 30, 2015, 12:08:30 PM
Sure, only somebody with good knowledge of 3d tools could do that efficiently. But for such a person, would start from scratch be quicker than reduce an existing (and good) model ? I don't know.

Not that the models are cheap anyway :)

MaX.
Title: Re: Models import
Post by: 𝖙𝖋𝖈 on October 30, 2015, 12:15:37 PM
Exactly  ;).. And I don't know the answer to that, plus yes models are expensive.

I can model for tracks OK, but if I knew blender better and could model well enough we'd all be riding other bikes right now lol  ;D
Title: Re: Models import
Post by: Mace-x on October 30, 2015, 01:58:51 PM
Quote from: HornetMaX on October 30, 2015, 11:21:09 AM
Quote from: Mace-x on October 29, 2015, 02:44:46 PM
In order to make it work you´d have to work on the mesh in order to reduce the amount of polygons, that´s a lot of work sadly  :(
Is that really that hard ?

I mean, if the hi-poly model has parts already grouped into "objects", maybe it won't be that long.

Also in some cases I've seen models that have multiple versions like hi/mid/low poly.

MaX.

Nah, not hard but slow, also you dont know how the model is done, and if is not done with a proper polygon flow it´s quite a mess.
It´s also hard to keep the textures/uv layout working without stretching once you´ve removed the polys.

in resume, it can be quite a headache and if you ask me, i´d use it for quick renders and such, but my choice for a game would be to model it from scratch, maybe use that model as a reference.
Title: Re: Models import
Post by: HornetMaX on October 30, 2015, 03:49:13 PM
Quote from: HornetMaX on October 30, 2015, 11:21:09 AM
I mean, if the hi-poly model has parts already grouped into "objects", maybe it won't be that long.

Also in some cases I've seen models that have multiple versions like hi/mid/low poly.

Quote from: geofanatec on October 30, 2015, 03:45:22 PM
I actually got that model  :)

It comes with a low poly version and ready to go.

It is structured extremely nice and would work I am sure.

8)  8)  8)

MaX.
Title: Re: Models import
Post by: 𝖙𝖋𝖈 on October 30, 2015, 03:51:12 PM
Quote from: geofanatec on October 30, 2015, 03:45:22 PM
I actually got that model  :)

It comes with a low poly version and ready to go.

It is structured extremely nice and would work I am sure.

So what you waiting for Geo?... hint hint  ;)  ;)
Title: Re: Models import
Post by: Mace-x on October 30, 2015, 03:55:05 PM
Quote from: geofanatec on October 30, 2015, 03:45:22 PM
I actually got that model  :)

It comes with a low poly version and ready to go.

It is structured extremely nice and would work I am sure.

Gogogo!  ;D
Title: Re: Models import
Post by: 𝖙𝖋𝖈 on October 30, 2015, 04:01:13 PM
That one looks a lot nicer..

I'm pretty sure that would be a reference for a developer who's looking at including it as part of a game which will be for sale, as surely adding it as a free mod would be the same as me skinning the KTM with the KTM logo?

i.e

QuoteTurboSquid does not manage or attempt to figure out which rights are protected for which uses (personal, non-profit, commercial) in which countries (some trademarks are only in a single country). If an associated brand of any sort has been detected, TurboSquid will indicate that in the interface.

Not that I'm trying to convince you to do this of course.. ::)
Title: Re: Models import
Post by: 𝖙𝖋𝖈 on October 30, 2015, 04:05:58 PM
the Honda looks kind of funny.. The handlebars remind me of a pedal trike I used to have as a kid lol.

According to turbosquid you'd be safe to add it. You could even call it a Kawazuko XK 250 to be safe, be happy to skin it for you :D
Title: Re: Models import
Post by: HornetMaX on October 30, 2015, 04:08:16 PM
Quote from: geofanatec on October 30, 2015, 03:57:24 PM
From site: The brand 'kawasaki' has been associated with this product. Editorial uses of this product are allowed, but other uses (such as within computer games) may require legal clearances from third party intellectual property owners

Quote from: TheFatController on October 30, 2015, 04:05:58 PM
According to turbosquid you'd be safe to add it. You could even call it a Kawazuko XK 250 to be safe, be happy to skin it for you :D

I agree on the above, as far as you don't sell it you should be fine, even keeping Kawasaki in the name.

If you really want to play it safe and tweak then name, I'm for Wakasaki :)

MaX.
Title: Re: Models import
Post by: 𝖙𝖋𝖈 on October 30, 2015, 04:12:37 PM
Quote from: geofanatec on October 30, 2015, 04:09:12 PM
hmm............I dunno. I may do it  :)

All I got it for was messing around with Unity (before MXB released) and got it rigged up and going to some extent, lol. At least could ride around :D

The first person to make a custom bike model gets the bike model section named after them on mxb-central for ever.. How do you like the sound of 'Bike Models - Officially Opened by Geofanatec'.. That's all I have  ;D
Title: Re: Models import
Post by: Mace-x on October 30, 2015, 04:13:37 PM
There´s no problem in using the model as long as you dont make a profit out of it, the disclaimer is not about making profit with the model but making profit with the kawasaki brand.

You can use that model without the kawasaki logo and sell it in a game, no problem, if you want to use the kawa logo you need kawasaki to approve it.

For a free mod there´s no problem in using either the model or the brand since you´re not making profit out of it.

Perhaps release the model without the kawa logos and let us take care of that  ;D
Title: Re: Models import
Post by: 𝖙𝖋𝖈 on October 30, 2015, 04:39:47 PM
http://forum.piboso.com/index.php?topic=1458.0

http://forum.piboso.com/index.php?topic=544.0  -  http://gpbikes-mods.wikia.com/wiki/GPBikes_mods_Wiki

I think from memory the gpbikes mod wiki outlines the same process.
Title: Re: Models import
Post by: GDUBMX on October 30, 2015, 04:58:53 PM
Ok this thread has really not panned out how I expected.. its much better hahsha. Man id happily hand over cash for a nice new model of any other brand along with some decent templates.Its a huge undertaking for a complete novice to attempt a decent model, if I were single and childless I would of taken up 3d modelling a long time ago. I guess its the same as anything tho, once you know what your doing and up to speed, it can be done quickly and efficiently.
Title: Re: Models import
Post by: rc4187 on November 02, 2015, 03:41:37 AM
I'd be happy to model some bikes. Did some quick and dirty ones to see what import process was like. I just haven't figured out how to properly get them in the game yet with the tutorials available. I can get the bike models in... but they don't function very well.
Title: Re: Models import
Post by: rc4187 on November 06, 2015, 12:37:04 AM
attempt #1 at getting a honda 125 model in the game. wheels don't appear, suspension and steering are static. So I got some reading to do I guess.
Title: Re: Models import
Post by: Mace-x on November 06, 2015, 04:37:18 AM
Love you rc!  ;D (nohomo xD)

Hope you can get it succesfully ingame, if you do a guide would be super freaking fantastic, i even could try to get my usaberg ingame at some point  :P
Title: Re: Models import
Post by: rc4187 on November 06, 2015, 05:20:25 AM
Progress... really I just have to figure out the cockpit view model now. then I can put a lot of effort into finishing the model.
Title: Re: Models import
Post by: GDUBMX on November 06, 2015, 08:36:48 AM
(http://f.ptcdn.info/182/027/000/1420531161-36e1957cf0-o.jpg)
Title: Re: Models import
Post by: 𝖙𝖋𝖈 on November 06, 2015, 09:28:51 AM
Wow rc looking good mate! Is it going to be the same spec as one of the msm's?
Title: Re: Models import
Post by: RiccoChicco on November 06, 2015, 12:18:31 PM
Really cool rc!  8)

About the cockpit view, what kind of informations are you looking for?  :)
Title: Re: Models import
Post by: rc4187 on November 06, 2015, 02:07:03 PM
Quote from: RiccoChicco on November 06, 2015, 12:18:31 PM
Really cool rc!  8)

About the cockpit view, what kind of informations are you looking for?  :)

I think I know what to do. I just had to walk away from it for a bit. It's all been a process of trial and error since. Even once I have cockpit view done... I should probably create LOD models as well. Also... I have no idea how they got theirs all packed up into one .edf. I had to do chassis, lower fork tubes, upper forks plus steering, swing arm all as separate .edfs to get it working.

FatController: so far it's just using existing engine file and sounds from the 250. My suspension distance, seat height and wheel base are slightly different so it does handle a bit differently, but not in a bad way. I will create a new engine for it... or if someone wants to make one with a 125 2 stroke curve that'd be cool as well.
Title: Re: Models import
Post by: rc4187 on November 08, 2015, 03:28:58 AM
Cockpit works. Some updated textures. No engine modification or new sounds for 2 stroke yet. I did set suspension settings and center of mass and what not in the bike editor and it definitely handles differently than the stock game bikes. Cornering and going through the bumps seems easier, but getting of axis in the air is a bit harder to bring back. I'm afraid there's a lot to learn still, though. I don't know how to make the bike dirty for one.
Title: Re: Models import
Post by: GDUBMX on November 08, 2015, 10:45:34 AM
Well done RC, this is so cool to see. Dude ill hit you up on steam when it's done and throw you some cash via PayPal. This game needs more content and I'll be happy to pay for it.
Title: Re: Models import
Post by: 𝖙𝖋𝖈 on November 08, 2015, 11:02:20 AM
It's looking good RC! Great to see it in game like that.
Title: Re: Models import
Post by: rc4187 on November 08, 2015, 04:53:10 PM
It's ok... the texture map is really sloppy. I got a little impatient to be honest. I need to go back and make it nice and clean if people are going to make their own skins for it.
I don't need money for it. I did it to learn the process. There are definitely things I would do differently if I were to start over on the model. It's still got a long ways to go to be called finished.
Title: Re: Models import
Post by: rc4187 on November 10, 2015, 05:33:15 AM
It's close. I took some 2 stroke sounds from a bike in gp bikes. Not sure if that's ok or not. It's not quite a perfect sound, but it works for now. I made a 125 engine using a dyno chart online for reference. Definitely rides like a 2 stroke. I find myself double clutching out of corners before jumps to keep the power in the sweet spot. Need to make my own wheels for it instead of using the stock ones.

If someone could help me figure out the dirt model (make bike dirty) and the shadows model... that would be cool.
Other than that... It's pretty much there (I think).

Title: Re: Models import
Post by: teeds on November 10, 2015, 01:19:16 PM
Impressive stuff aos, really great to see this.
Title: Re: Models import
Post by: Mace-x on November 10, 2015, 01:55:44 PM
looking sweet, the smoothing groups are weird, what program are you working on?

When that weird shading happened in mxsim edge split helped solving the issue, or normal maps, both ways worked.
Title: Re: Models import
Post by: Snappe on November 10, 2015, 02:30:05 PM
This is excellent! I agree about the smoothing groups, it looks like some parts are completely smoothed. Also some parts look like they have the normals inverted? Like it's being lit from underneath. Not sure what is the cause, though.
For the shadow model, it should be lod3 untextured.
If you want to try it, this is the shd used on the 350xf:

livery.shd

specular
{
shininess = 30
map = livery_s.tga
}

reflection
{
factormin = 0
factormax = 0.6
factorexp = 1.5
map = livery_r.tga
}
Title: Re: Models import
Post by: PiBoSo on November 10, 2015, 04:32:04 PM
Quote from: rc4187 on November 10, 2015, 05:33:15 AM
It's close. I took some 2 stroke sounds from a bike in gp bikes. Not sure if that's ok or not. It's not quite a perfect sound, but it works for now. I made a 125 engine using a dyno chart online for reference. Definitely rides like a 2 stroke. I find myself double clutching out of corners before jumps to keep the power in the sweet spot. Need to make my own wheels for it instead of using the stock ones.

If someone could help me figure out the dirt model (make bike dirty) and the shadows model... that would be cool.
Other than that... It's pretty much there (I think).

A LYR file must be created to apply dirt to a texture, in the same folder and with the same filename.
Example:
Content of livery.lyr for livery.tga:

numlayers=1
layer1
{
numframes = 3
frame0=mud/livery_mud1.tga
frame1=mud/livery_mud2.tga
frame2=mud/livery_mud3.tga
}

Three levels of dirt are needed.

Please note that the dirt texures, as usual, must have power of 2 sizes.

Title: Re: Models import
Post by: rc4187 on November 11, 2015, 08:07:14 AM
Thanks guys! I got the spec map and shadows working now. Just need to do some wheels and add the dirt maps.
Title: Re: Models import
Post by: 𝖙𝖋𝖈 on November 11, 2015, 12:25:15 PM
That's looking great RC! Can't wait :D
Title: Re: Models import
Post by: Tristanmx on November 11, 2015, 03:22:17 PM
Awesome !!!!!!! You will release it or it's just for you ? :)
Title: Re: Models import
Post by: Wedgewood on November 11, 2015, 03:42:43 PM
I'd love to give this bike a try
Title: Re: Models import
Post by: Snappe on November 11, 2015, 03:43:08 PM
Speaking of wheels, would it make sense to have wheel paint separately selectable from the bike choose screen? Then you could use the default wheels model...?
Title: Re: Models import
Post by: 𝖙𝖋𝖈 on November 11, 2015, 03:45:26 PM
Quote from: Snappe on November 11, 2015, 03:43:08 PM
Speaking of wheels, would it make sense to have wheel paint separately selectable from the bike choose screen? Then you could use the default wheels model...?

If that's a general suggestion for MXB including the default bikes then +1 from me, sounds like a neat idea.
Title: Re: Models import
Post by: GDUBMX on November 11, 2015, 03:56:38 PM
+1 sounds awesome. Plus Piboso said he'll add my idea of having a bike wash option in the pits, that way our bikes stay dirty unless we decide to clean them. Currently each time you return to pits you get a fresh bike again.
Title: Re: Models import
Post by: Mace-x on November 11, 2015, 04:49:07 PM
that would be nice  :)
Title: Re: Models import
Post by: rc4187 on November 11, 2015, 08:24:45 PM
Quote from: Snappe on November 11, 2015, 03:43:08 PM
Speaking of wheels, would it make sense to have wheel paint separately selectable from the bike choose screen? Then you could use the default wheels model...?

That would be great
Title: Re: Models import
Post by: rc4187 on November 12, 2015, 05:33:58 AM
Guess I'm not grasping the dirt textures deal. In game when dirt is being applied, the whole bike turns white instead of applying the dirt. I think it's something to do with my .tga's. I've tried with alpha channels and without with the same result.
Title: Re: Models import
Post by: PiBoSo on November 12, 2015, 11:49:08 AM
Quote from: rc4187 on November 12, 2015, 05:33:58 AM
Guess I'm not grasping the dirt textures deal. In game when dirt is being applied, the whole bike turns white instead of applying the dirt. I think it's something to do with my .tga's. I've tried with alpha channels and without with the same result.

Could you please post the content of the LYR file?
Please make sure that the dirt textures are in the correct folder.
Title: Re: Models import
Post by: rc4187 on November 12, 2015, 04:05:03 PM
Quote from: PiBoSo on November 12, 2015, 11:49:08 AM
Could you please post the content of the LYR file?
Please make sure that the dirt textures are in the correct folder.
Title: Re: Models import
Post by: PiBoSo on November 12, 2015, 05:24:35 PM
Quote from: rc4187 on November 12, 2015, 04:05:03 PM
Quote from: PiBoSo on November 12, 2015, 11:49:08 AM
Could you please post the content of the LYR file?
Please make sure that the dirt textures are in the correct folder.

Thank you.
The LYR file points to the "mud" subfolder.
There are 2 options:
1) create it and move the dirt textures to it
2) delete "mud/" from the LYR file
Title: Re: Models import
Post by: rc4187 on November 12, 2015, 09:08:51 PM
Quote from: PiBoSo on November 12, 2015, 05:24:35 PM
Quote from: rc4187 on November 12, 2015, 04:05:03 PM
Quote from: PiBoSo on November 12, 2015, 11:49:08 AM
Could you please post the content of the LYR file?
Please make sure that the dirt textures are in the correct folder.

Thank you.
The LYR file points to the "mud" subfolder.
There are 2 options:
1) create it and move the dirt textures to it
2) delete "mud/" from the LYR file

Thanks, got it going.
Title: Re: Models import
Post by: rc4187 on November 14, 2015, 04:08:53 AM
Something I hadn't thought of... how are number plate numbers handled?
Title: Re: Models import
Post by: Steven on November 14, 2015, 01:03:40 PM
Quote from: rc4187 on November 14, 2015, 04:08:53 AM
Something I hadn't thought of... how are number plate numbers handled?

That's what I know:
You apply a texture where you want the number to be.
Then in the gfx.cfg under

plate
{
texture = w_plate
}

fill in the name of that texture.
With the size of your texture you can control the size of the number.
To understand the "system" you could start with a simple box or plane.
Title: Re: Models import
Post by: ChrisK on November 15, 2015, 02:49:33 PM
WOW cant wait for the 125 2t and b4, thank u for ur work
Title: Re: Models import
Post by: rc4187 on November 17, 2015, 03:30:41 AM
Quote from: Steven on November 14, 2015, 01:03:40 PM
Quote from: rc4187 on November 14, 2015, 04:08:53 AM
Something I hadn't thought of... how are number plate numbers handled?

That's what I know:
You apply a texture where you want the number to be.
Then in the gfx.cfg under

plate
{
texture = w_plate
}

fill in the name of that texture.
With the size of your texture you can control the size of the number.
To understand the "system" you could start with a simple box or plane.

Thank you. That was easy enough.
Title: Re: Models import
Post by: rc4187 on November 17, 2015, 04:55:26 AM
I want to do some more testing... but all the stuff works. Should be ready to release soon.
Title: Re: Models import
Post by: teeds on November 17, 2015, 09:43:55 AM
mmmm black wheels  8) Looking good
Title: Re: Models import
Post by: Mace-x on November 17, 2015, 07:00:34 PM
Quote from: rc4187 on November 17, 2015, 04:55:26 AM
I want to do some more testing... but all the stuff works. Should be ready to release soon.

Looks nice!
Check the normals, the shading still looks weird  :o
Title: Re: Models import
Post by: rc4187 on November 17, 2015, 09:47:09 PM
Quote from: Mace-x on November 17, 2015, 07:00:34 PM
Quote from: rc4187 on November 17, 2015, 04:55:26 AM
I want to do some more testing... but all the stuff works. Should be ready to release soon.

Looks nice!
Check the normals, the shading still looks weird  :o

Don't know what to tell you... the normals are all fine.
Title: Re: Models import
Post by: Mace-x on November 17, 2015, 09:57:17 PM
Damn, what could be then?  :'(

The lighting looks weird, looks like the sun is upside down, look how the rider has the sun on its back and the shadow on it´s chest.
The bike has the sun on the bottom (bottom shrouds, bottom front fender tip, bottom numberplates and under the numberplates), and the shadows are on top.

I´m so sorry if i offended you or sounded like an ass, i do think it´s a beautifull bike model and a great job, keep it up!
Title: Re: Models import
Post by: rc4187 on November 21, 2015, 11:54:49 PM
Some images of progress. Soon... real soon.

Title: Re: Models import
Post by: rc4187 on November 21, 2015, 11:55:36 PM
another
Title: Re: Models import
Post by: rc4187 on November 21, 2015, 11:56:18 PM
and one more
Title: Re: Models import
Post by: Wedgewood on November 22, 2015, 12:00:46 AM
I cannot wait to give this bike a try. 
Title: Re: Models import
Post by: Mace-x on November 22, 2015, 03:23:06 AM
looking fantastic rc!  ;D
Shading looks great now, can you add some reflection to the plastics? ???
Dont know if it possible tho.
Title: Re: Models import
Post by: rc4187 on November 22, 2015, 04:50:19 AM
Quote from: Mace-x on November 22, 2015, 03:23:06 AM
looking fantastic rc!  ;D
Shading looks great now, can you add some reflection to the plastics? ???
Dont know if it possible tho.

plastics have reflections already. hard to tell from these images though.
Title: Re: Models import
Post by: rc4187 on November 30, 2015, 07:41:33 PM
Still tweaking a few things. Wondering if I should wait 'til after b4 to release bc of physics changes. Here's a video of it in action anyway. I'm sure everyone will criticize the sound. it came out weird in the vid. and it's not perfect to begin with.

https://www.youtube.com/watch?v=UzFfjNpqYNY&feature=youtu.be
Title: Re: Models import
Post by: teeds on November 30, 2015, 08:12:01 PM
That looks sweet, and could look even better with improved sound  ;)
Title: Re: Models import
Post by: rc4187 on December 08, 2015, 02:53:43 AM
Just a little update... the 125 is finished with exception to sounds. In the meantime I decided to make a 250 as well. :)
Also... I may be waiting 'til after B4 is released to see what it does to the handling of the bike before I release.

(https://dl.dropboxusercontent.com/u/57183019/mxbikes/250_2.PNG)
Title: Re: Models import
Post by: Mace-x on December 08, 2015, 04:59:10 AM

:o Dat Cr!

(https://i.ytimg.com/vi/jAqFGhHDyiA/hqdefault.jpg)
Title: Re: Models import
Post by: Docfumi on December 08, 2015, 08:22:36 PM
The bike(s) look really awesome and I think you should do a beta3 release
because you never know how things will progress or if PiBoSo runs into a set back.
I also think people will give you feed back on the bike model, that way your next
release can already have the updates if needed and I just really want to give it a go.

Brilliant work and thanks.  ;D