I am curious how you got the max veiwport to push over 100m polys. I cant get it to not stutter with at least 10m and I have 24 gigs ram, 3930k at 4.5Ghz, and an AMD 7970. How are you even able to model that?
the obligatory holy-fuck-nuts-thats-awesome aside,
wouldn't it have made sense to plan what he transforms into before modeling him? Instead of trying to make the existing bits fit into a new form/vehicle?
Nice "little" model you've got there man, if there was a grammy for hardsurface modeling I bet you ll get it.
Regarding the model itself I saw the design from don figueroa, and although I know this is your interpretation, and a kickass one. Something I ll like from the concept is the contrast between volumes, going from massive to "less massive" silhouettes. Making an already hugely detailed model a bit more dynamic imo. Your looks a bit stiff, this is personal opinion.
this is a pic showing what I mean, hopefully you dont mind constructive criticisme man.
Cheers.
Cdizzle is correct, you just need slightly better scene management. Vray proxies enable you to unload and load models into memory based on the buckets which are rendering. The smaller the buckets in the renderer the more unloading/loading that happens but it will only use available ram.
We render billions of polygons at work at 10-20k resolutions for print using this method. Mostly Vue work when it calls for it but we have 12gb of ram on the machines we are using on the render farm and this is with full GI solutions.
you might also try separating parts of the models into Xrefs and loading them in, this will make your render scene much lighter and give you the ability to turn them on and off when you're not working with the models. It also means you can make updates in isolation and they will pass through to your render file.
I am curious how you got the max veiwport to push over 100m polys. I cant get it to not stutter with at least 10m and I have 24 gigs ram, 3930k at 4.5Ghz, and an AMD 7970. How are you even able to model that?
nice machine u got
i mean its 115mill after turbosmooth
dont remember how much before, i think 10~mill but not sure
and yea its laggy but i hide what i dont need when i work on certain part
i really liked the concept and ill just pull a "michael bay transformation"
just slap few on the main parts of the vehicle on him so i dont worry about it or something
Nice "little" model you've got there man, if there was a grammy for hardsurface modeling I bet you ll get it.
Regarding the model itself I saw the design from don figueroa, and although I know this is your interpretation, and a kickass one. Something I ll like from the concept is the contrast between volumes, going from massive to "less massive" silhouettes. Making an already hugely detailed model a bit more dynamic imo. Your looks a bit stiff, this is personal opinion.
this is a pic showing what I mean, hopefully you dont mind constructive criticisme man.
Cheers.
this is what i did when i started but then i though its getting too cartonish look rather than "realistic" look
my goel was to make something that can stand next to optimus prime and got the same feel
ill see if i have some wip shots when some parts were more exaggerated
very impressive work, but 100 million poly in 3dsmax, how is it even possible? lol, how do you navigate around the viewport. I have 16 gigs of ram but it chuggs even with 5 million polys. how did you optimize max to run like that if you don't mind me asking?
I woud be more interested into a basic orgaisational question:
I was wondering about this when Transforers came along: How do you keep track of all your pieces you put on it, the shapes and final position? How did yo plan it ahead from the beginning? Since i have not seen the concepts... I mean there is so much stuff in the back, that is hard to see how do you keep track of all these little pieces yet keeping up his defined look? or did you work out ike the main figure and then just throw othe ther stuff togeter randomly (eventhough most really visibe parts seem to have a certain mechnical usbability).
Impressive stuff.
Oh my lord. I am sorry but wooooooowwwwww. I couldn't keep my jaw from drooping the first time I saw your image.
Maybe post some wire frames of all angles if possible so we can all give you ideas (not lot from me I am still a beginner ) on sections where you can reduce that insane poly-count and potentially prevent you from upgrading a 4th and maybe even a 5th time unless you were planning on upgrading anyways.
Also make sure you have multiple back up in different hdd which I am sure you have.
Replies
Looks amazing man.
Never had any problem but for this 100mil fucker i plan on getting
64gb ram just in case
Modeling isnt done yet O_O
This is insane. I've loved this ever since you first posted the hand (infact the hand is printed out and on my inspiration wall lol)
Can't believe how much detail there is.
edit: yay google thumbnails
it should work now
thanx
that´s what i thought too...
Nice "little" model you've got there man, if there was a grammy for hardsurface modeling I bet you ll get it.
Regarding the model itself I saw the design from don figueroa, and although I know this is your interpretation, and a kickass one. Something I ll like from the concept is the contrast between volumes, going from massive to "less massive" silhouettes. Making an already hugely detailed model a bit more dynamic imo. Your looks a bit stiff, this is personal opinion.
this is a pic showing what I mean, hopefully you dont mind constructive criticisme man.
Cheers.
Cdizzle is correct, you just need slightly better scene management. Vray proxies enable you to unload and load models into memory based on the buckets which are rendering. The smaller the buckets in the renderer the more unloading/loading that happens but it will only use available ram.
some more info here:
http://www.spot3d.com/vray/help/200R1/vrayproxy_params.htm
We render billions of polygons at work at 10-20k resolutions for print using this method. Mostly Vue work when it calls for it but we have 12gb of ram on the machines we are using on the render farm and this is with full GI solutions.
you might also try separating parts of the models into Xrefs and loading them in, this will make your render scene much lighter and give you the ability to turn them on and off when you're not working with the models. It also means you can make updates in isolation and they will pass through to your render file.
Will be great to see this badboy textured!
nice machine u got
i mean its 115mill after turbosmooth
dont remember how much before, i think 10~mill but not sure
and yea its laggy but i hide what i dont need when i work on certain part
i really liked the concept and ill just pull a "michael bay transformation"
just slap few on the main parts of the vehicle on him so i dont worry about it or something
this is what i did when i started but then i though its getting too cartonish look rather than "realistic" look
my goel was to make something that can stand next to optimus prime and got the same feel
ill see if i have some wip shots when some parts were more exaggerated
wow nice poly modeling~~~ very nice!
great work
Sure man, It does look badass indeed. Might also be the camera angle. Anyways awesome work lonewolf.
so goooooood.
saved to inspiration folder
wish i had some time to back to this one..
That is awesome!
Other than that its fucking badass.
thanx guys, yea he need more adjustments concept wise..
better now? O_O
I was wondering about this when Transforers came along: How do you keep track of all your pieces you put on it, the shapes and final position? How did yo plan it ahead from the beginning? Since i have not seen the concepts... I mean there is so much stuff in the back, that is hard to see how do you keep track of all these little pieces yet keeping up his defined look? or did you work out ike the main figure and then just throw othe ther stuff togeter randomly (eventhough most really visibe parts seem to have a certain mechnical usbability).
Impressive stuff.
some earlier wips
just made a page for it in my wesite
Another render i did when i was bored
ya ya its getting old :P
I'm still interested how your render scene is setup. Especially the materials with the reflections. You used them on your Crysis 3 stuff too.
Maybe post some wire frames of all angles if possible so we can all give you ideas (not lot from me I am still a beginner ) on sections where you can reduce that insane poly-count and potentially prevent you from upgrading a 4th and maybe even a 5th time unless you were planning on upgrading anyways.
Also make sure you have multiple back up in different hdd which I am sure you have.