Honda BBR Low Poly for games
Verts: 27,400
Faces: 49,900
I tried really hard to get the Rims to look nice in Game render mode but failed and ran out of time.
I think 50K polys is still too high for games, I might be wrong though, good job!
Your right to some degree. The game this motorcycle is being used in is not about exploring the environment hence, i can afford to put more details on the main characters. Also, i have made this motorcycle in many pieces to allow other users to delete parts of it to reduce the poly count to make it useable for their projects. BEFORE YOU DELETE THE SMALLER PIECES, BAKE A HIGHER RESOLUTION VERSION OF THE TEXTURES, THIS WAY, YOU MAINTAIN THE SAME LEVEL OF DETAIL. You may have to unwrap and create UVs for other pieces before you bake.
Hi BB55, Wow! Epic is right. Edge Split or manually with V, will help with the rims, apply them on the outer circumferences where the smooth inner part meets the flat edge/rim. Baking the inner/smooth rim normal should help keep them smooth. Been doing lots of normal testing and found out they are not for height so much as they are for smoothing. check out this guide to normals. http://wiki.polycount.com/NormalMap/ 50k is high, 5k to 15 is more reasonable. Although like you said if the rest of scene is low enough, you can get away with it. A new trick I use is crease weight or shift-e on the edges/loops to keep them tight on the HP without all the extra edge-loops. Cuts the poly count down a lot. It doesn't always work but combing edge split, creases and edge-loops will help the poly count.
It says I cannot use this for commercial games as it is "Fan art"
Is this true?
Is that the license you actually agreed to? Or are you licensing it under CC-BY.
I may have picked the wrong license but feel free to use it for your project if you wish, just texture over the "Honda" text or cover it up.
man this looks epic. nice detail.