Electric Stealth Bike - Bomber

This Bomber bike was the first complex model that I ever created. Built from a real life electric bicycle of the same name, this bike provided a thorough learning experience, and promoted a huge growing period in my development as a modeler.

After getting the initial proportions of the model, an image of the bike was put onto a plane in the background of the viewport in 3DS Max, and for the most part the bike was built right on top of that plane to ensure accuracy. Beginning blocking consisted of a lot of very simple primitive shapes, such as tori for the wheels, cylinders for the handles and the bike stem, and a plane in the shape of the body for the body of the bicycle. The seat of the bike was also made from a plane. A lot of objects were begun from cylinders in this project. To create the treads on the tires, several rectangular splines were placed in the shape of one of the treads, then moved directly on top of the torus tire. They were then mirrored over the side of the torus, and then a bend modifier was placed on the group to form them to mold onto the tire. Once that was done, the pivot point on the group was moved to the center of the tire, and then the shape was copied and arrayed around the tire, making the treads.

After several weeks of blocking, a comparison was made to ensure that blocking was not getting off track from the reference. Lines of comparison were made in Photoshop, differences were marked and noted, and then the changes were made back in Max.

Some pieces were constructed in unconventional ways. For example, the gold rims in the spokes of the tires were constructed out of the initial blocking piece. After deleting 7/8ths of the cylinder to make things simpler, various holes in the geometry were deleted to create the areas for the tiny holes in the finished piece. Locking loops were created inside those new borders. Then, one prong was extruded inward towards the center of the circle, given some subdivisions, and then twisted using a soft selection and the rotation tool to create the angled way it turns inward.

Then, after arraying that 1/8th of the cylinder back around 7 times as a copy and re-welding the vertices back together, the stray ends in the center were target welded back together. The piece was then given a meshsmooth, and the holes were smooth and round like the reference.

After further detailing, spline-wire making, and soft-selection tire tuning, the bike was completed and some renders were taken of its grey-shader state. 

Then, in a separate class, the bike was textured, almost entirely using procedural textures. The rust was done with vertex paint connected to two different shaders, one of rust, and one of paint, both plugged into a blend. The tires were done by using an ambient occlusion map as a mask between the dirt and the tire color, as well as some vertex painting controlling that aspect. The metal on the handlebars was a murky water-stained metal created from a mix between perlin marble and smoke maps, with some variation in the reflectivity and refractions controlled by said maps. And finally, the leather of the handlebars and the seat was accomplished with a matte dark grey arch and design controlled in the bump slot by a cellular map with some output clamping.