This model has under 23,000 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 an Xpresso Slider in the Attributes Manager when the bike is selected. It will control the handlebars turning. For the other formats, the bike is included in a neutral 'pose' and a parked 'pose'. The Maya, C4D and MAX formats have correct pivot points for animation and here is the breakdown... The 6 Masses are: The Main Body of the bike, Upper Forks, Lower Forks, Swingarm, Front Wheel and Rear Wheel. The Paddock Stand is also a separate object. All the formats that support multiple groups have this breakdown also... But only the .WRL file preserves the pivot location and orientation. 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.) Technical Note: This model was designed with a 'Phong Smoothing' angle of 60° (also referred to as 'Normal Smoothing' or 'Normal Softness') so this would be your optimal setting in your 3D software. .3DS Special note: The 3DS Format is very outdated and has a few serious issues that manifest themself in strange ways. The mesh is triangulated and Phong Shading / Normal Smoothness / Shading Groups are not translated correctly. In addition, your texture's names are truncated and not reassigned correctly. I have also found that the mesh is disconnected from itself wherever a UV mesh ends. I have however managed to pull of a good-ish conversion method. After Importing you will need to weld all of the verticies of the objects to make the mesh continuous again and once that is done the mesh will be useable. I suggest using the VRML or OBJ formats before resorting to .3DS |