2007 Ducati Desmosedici-RR 3D Model
By Digital Artist: jamie3d
At just under 30,000 polygons, this bike has enough detail to be your character's getaway vehicle, but is 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 may choose either Jpeg or Photoshop textures (Avaliable as an accompanying download) and the PSD files 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 resolution of the textures is 4096 x 4096 pixels and 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, C4D, XSI and MAX formats have correct pivot points for animation and they are divided like this... The 7 Masses are: The Main Body of the bike, Upper Forks, Lower Forks, Swingarm, Kickstand, Front Wheel and Rear Wheel. All of the other formats have this breakdown as well.
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 60° would be the 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The 3DS Format is very outdated and has a few serious issues that manifest themself in strange ways.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 FBX, VRML or OBJ formats before resorting to .3DS
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Question, RE: Item ID 358 (2007 Ducati Desmosedici-RR)