(ZBrush & Maya Self Portrait) Older »
Aug 24th 2008
2008 Kawasaki ZX-6R Ninja
And it's done!
About UV Mapping This Machine
My previous attempt at creating a 100% non-overlapping UV map was not very practical. I have recreated most of the UV map in favor of my previous technique of UV mapping; stacking.
Stacking UVs that have common surface properties such as: Black Plastic, Chrome, Polished Aluminum, etc. can greatly reduce the area needed to texture these areas. You can even stack parts like headlights, turn signals, anything symmetrical or repeating. On a model as complex as this bike, it seems that stacking is the only way to go, unless one is prepared to use more than one material for the bike, and this one is not - I like the idea of using only one material for the entire model as it makes the model more usable in its base form. Individual parts can easily be overridden if necessary. The only downside to stacking is the very nature of overlapping UVs; computed texture features such as Normal Mapping or Baked occlusion becomes quite tricky.
Ortho-what?
I finally found some free time to work on this model. Recently I did some work on the engine; the engine is a tricky part simply because it's usually hidden and any photos I find of the engine are taken at interesting angles instead of the convenient orthogonal views us 3D modelers prefer.
Green With Envy
The latest images in the gallery are sporting a randomly chosen green. This green is a visual indicator for the areas that have undergone my mid-model conversion. Usually I model these bikes as polygonal geometry and create the surface as free form as necessary. I put triangles where I please, and just massage the surfaces until they look good.
For this model, I have decided to convert my existing geometry to Subdivision Surfaces in order to get a super smooth model (see the year 2000 ZX-6R Ninja I previously modeled).
The conversions are going well, and I have decided to make only certain parts Subdivision Surface Ready enabling the bike to be used at many different display levels, however only some of the parts (colored thus far) will be intended for subdivision. The fact remains that some geometry is better left as plain old polygons.



























