This model has under 25,000 polygons, Enough detail to be your character's getaway vehicle, but lightweight enough to park outside your latest architectural presentation.
The textures for each paintjob are contained in 5 unified UV Maps, & they are all named correspondingly. Color, Reflection, Specular Color, Bump & Transparency. This makes editing the paint job very easy and it will also keep your file neat. No one likes the idea of 50 different textures & shaders for a simple vehicle... You need to download the textures in the accompanying files section below, so you can choose from .jpg or .psd textures. The Photoshop textures have loads of layers so you can easily edit the included graphics or colors. There is even a hand painted occlusion layer which can be easily turned off if you desire. The UVs have enough border to reduce the texture resolution to 512X512 pixels without any UV Leaking
This model was developed with real time rendering engines in mind, hence the polygon count is within the margins of today's graphics cards and the model is also compatible with single sided rendering. (aka: back face culling)
This model was fabricated in Cinema 4D and as an added bonus, the Cinema 4D users that purchase the native format of this model will be pleasantly surprised by 2 Xpresso Sliders in the Attributes Manager when the bike is selected. The First slider will control the handlebars turning, and the second one will take the bike from an upright neutral stance and gently place it on the kickstand. For the other formats, the bike is included in a neutral 'pose' and a parked 'pose'. The Maya format has correct pivot points for animation and here is the breakdown... The 7 Masses are: The Main Body of the bike, Upper Forks, Lower Forks, Swingarm, Kickstand, Front Wheel and Rear Wheel. All the formats that support multiple groups have this breakdown also.
The preview images were rendered with Cinema 4D R13, using the advanced renderer.
No 3rd party plugins are required.
All the file formats provided support UV coordinates, so no matter which file format you use, the texture should apply flawlessly. (you may have to create a new material and load the 5 textures into their respective channels.)