Dang Spark! Looking really sweet there dude. I have to agree with Jaco about some bigger feet, it would definitely add to the proportions of your character.
This is going to be one sweet entry.
Hey guys, wow thanks for all the fast reply's:) I will definetely get a better render of this guy, and will play with how his legs/feet/arms look as i like the detail I have, but just not liking the combination of sizes quite yet. Total polys in my max file are 5.5 mil, and nothing will allow me to render, I am thinking of just breaking him up, and pieces the itty bitty renders into a photoshop file and glue it all back together:(
lookin awesome man... to bad you along with your polycounters shall be destroyd! To bad the comp won't handel it... maybe just stop, and leave it as is... and not submit. think about it, for me.
Hey Struve, I was able to reduce it some using polycruncher. But on the body I am not able to reduce, as I keep running out of memory. Not sure if there is somehting in polycruncher to allow more memory to do larger objects (its like around 1.5 mil for the body). If anyone can help with this, I would appreciate it, as of right now the render sucks and it isnt showing alot of detail.
wow! incredible! I cant believe you will actually build a lowpoly that fits all that! I was amazed to see spacemonkey get away with all those tenticles
I don't think there's a way to reduce the memory; I was running out of memory on things larger then 1 mil too. So i had to break the mesh up into smaller parts, you can have a seam anywhere and you really can't tell because polycruncher doesn't optimize the outer edges. My guy is cut up like crazy, but you would never know by looking at it.
awsome piece! awsome piece! I was wondering for a long time why you were doing such detailed skull and spine, but now everything's falling into place. Awsome!
awesome stuff Spark ! About your probleme, the easier way is of course to import a lower lvl of your model in max (I'm sure you should be able to have a good compromize). Did you try to play a bit with the obj options (like unchecking everything exept maybe "rotate model"). Since I'm using this setup, it allows me to import HUGE HUGE mesh in max (5 millions is my personnal record). Oh and by the way, if you want to play a bit, xNormal is your friend as well. You can load your highpoly model in the 3dviewer like a charme. (I did try with a 12 millions model and it worked). Highpoly + real-time lighting = l33t
Hey guys, thanks for the help and feedback. I broke up the high poly mesh using Polycruncher (thankyou polycruncher) like you suggested Struve, and it worked. So I was able to do a little better render of the high poly. I still have the weapon and a few pieces and straps to finish on the high poly, so this was kinda quick. But you can see a little bit more on the detail. Thanks again guys!
Hey Spark!
I met you in Dallas with Rawkstar and Parasyte at dinner! Great model! super sweet man, and by sweeeet i mean totally awesome. great model man!
I really love this guy, it's my favourite entry. If you do nothing else it'll be great but if you were to do something I'd add some more details to the legs and arms.
If you look at a bodybuilder they have very defined upper leg muscles and some very prominent veins, especially the one that runs along the shoulder and the bicep, and the veins that run from the hand up the forearms.
I'm really looking forward to seeing this finished.
Just wanted to post the lowpoly shots of my character. His polycount is at 5,997 triangles, and the weapon will be coming soon. Hope you guys like him, and any comments or critiques please let me know.
Really stunning work, Brett. The details shine through in your latest set of renders.
I'm curious as to how the spine will work in the low-poly model. It seems to be encased in protective tubing; are you going to play with transparency?
The hands also strike me as somewhat formless. The fingers are just a bit too similar to (pointy) sausages.
I'm trying my best to offer up some constructive criticism, but I'm running out of ideas. One more update and I may just cheer you on with an "OMG U ROK!!!!1"
wow, it's looking real good man! Can't wait to see it lighted.
a few comments: I like the holster but it's hiding a lot of cool details and focus from the design. Maybe make it more like a gun holster, on the sides, as to reveal all the mudbox goodness.
Also the arms and legs could use a little love, you've got all your details centered around the head but the eye never travels. Wristbands could help as well as more detail on the greaves.
I know alot of you guys were curious as to how I was going to do alot of my alphas (especially the spine). I think some were successfull, others not so much, but that was due to my over ambicious concept (note to self: next year do a square character:)). Xaltar: Texturing has begun, and I will post that soon/ Rooster: Let me know what you think of the spine/ Zcubed: The hands will have some bandages, as will the arms so I didn't go into much detail on them./ Titan: Thanks for the kudos!/ Creativicious: Not sure what you mean about holster, maybe you can elaborate, he will be wearing something around his arms to hold the weapon, as I agree it isnt moving the focus around on him. Thanks again guys for looking, and any more critiques are appreciated.
oh man, really loving this brett. love the concept and the hipoly model is extremely impressive! your traditional know-how is really shining through here.
as a crit, if you can afford it, i'd add some cuts to get rid of the dents in the normal maps here and there on curved surfaces.
the normal map looks a little light, check the bump amount and ambient lighting for the scene to make sure that isn't killing your normal bump. you could also check the spec level.
some of those fiddly bits might need adjusting later, so they aint clipp'n and such.
keep up the fantastic work. really looking forward to an update on the texture to see where you take it!
Whew, 3 minutes to spare and I get the thing in:P After a early morning of being sick, and trying to wrap up all the unfinished things for this, I think it's to a point of not being to bad. Hope you guys like it, and thanks for looking.
Texture sheet and the bottom Rigged render are damn fugly, I'm guessin that's down to compression since the beauty renders are sharp
The big guy turned out fantastic
Hey guys, thanks for the comments, as this guy was a difficult thing to finish (to many tricks to make things work, and to many damn alphas!)
Vahl: Glad you liked the piece, as I did yours. And as for the alpha rim, couldn't figure out how to get rid of it, and I suck at doing good renders.
MoP: Thanks man, you and Tully's piece is a killer, yeah the texture sheets really got reduced due to the 200k submission specs. I will be posting higher renders and sheets on my site soon.
Rollin: Thanks man, glad I made it to, and your piece turned out great (glad he is protecting our skies)
KP: Preciate the wicked!, wish you finished yours as I was loving your concept and start.
Japhir/Astro: Thanks guy's, for the kind words.
RazorBladder: Yah, the texture sheet was reduced to a point it got muddy, and the rigged character wouldnt render right after it got into the pose, hence the reason I stuck with the base t mesh, but I will be using this guy to learn how to do him better in a render that isn't crap.
Again thanks guys, and Polycount has this one won again!
Yah no doubt the green station of love wins again. Did you try photoshop's save for web? You can get the file size damn low without too much visible artifacting. I also figured out while doing my flats that if you blur your image slightly you get a lower file size.
My screen captures were super aliased and i couldnt figure out why the file size was so huge. I ran a "reduce noise filter" and Presto! under 200k
An awesome job Spark! You rock dude
Here is a few shots of the character at a higher resolution, still plan on going back and reworking alot to this guy, and learn to render better. Would love to have someone animate this thing sometime, also will be doing a few different versions of the beast, maybe one darker. Larger render can be found here (Torn large render)
Spark
P.S: Yeah the rocks suck Daz:) They were done in a few minutes before the deadline....they will be redone soon.
Replies
This is going to be one sweet entry.
-caseyjones
Spark
Spark
Spark
-There's so much great detail on the back side, i wonder how you will be able to get some of it into your final beauty render.
I met you in Dallas with Rawkstar and Parasyte at dinner! Great model! super sweet man, and by sweeeet i mean totally awesome. great model man!
If you look at a bodybuilder they have very defined upper leg muscles and some very prominent veins, especially the one that runs along the shoulder and the bicep, and the veins that run from the hand up the forearms.
I'm really looking forward to seeing this finished.
-caseyjones
Spark
I'm curious as to how the spine will work in the low-poly model. It seems to be encased in protective tubing; are you going to play with transparency?
The hands also strike me as somewhat formless. The fingers are just a bit too similar to (pointy) sausages.
I'm trying my best to offer up some constructive criticism, but I'm running out of ideas. One more update and I may just cheer you on with an "OMG U ROK!!!!1"
good luck bro!
a few comments: I like the holster but it's hiding a lot of cool details and focus from the design. Maybe make it more like a gun holster, on the sides, as to reveal all the mudbox goodness.
Also the arms and legs could use a little love, you've got all your details centered around the head but the eye never travels. Wristbands could help as well as more detail on the greaves.
Spark
cool how it works with all the tiny stuff and alphas
so my major crit is, that you should try to get rid of all these alpha-uv distortions on the "hair" and bridle
und these 2 rings around his eyes are bit muddy?!
tiny stuff ..
realy want to see the texture !
as a crit, if you can afford it, i'd add some cuts to get rid of the dents in the normal maps here and there on curved surfaces.
the normal map looks a little light, check the bump amount and ambient lighting for the scene to make sure that isn't killing your normal bump. you could also check the spec level.
some of those fiddly bits might need adjusting later, so they aint clipp'n and such.
keep up the fantastic work. really looking forward to an update on the texture to see where you take it!
-kp
Spark
Beauty shot:
Winning shot:
Construction shot:
Texture page:
Concept:
Spark
Here is a shot of the rigged guy, but had to many problems to the mesh that I couldnt tweak it in time.
you may want to remove that nasty alpha rim around you character tho :P
Good that he's fighting on our side
Textures look a little blurry in the flat sheet image, but maybe that's just jpeg compression... overall it looks cool
The big guy turned out fantastic
Vahl: Glad you liked the piece, as I did yours. And as for the alpha rim, couldn't figure out how to get rid of it, and I suck at doing good renders.
MoP: Thanks man, you and Tully's piece is a killer, yeah the texture sheets really got reduced due to the 200k submission specs. I will be posting higher renders and sheets on my site soon.
Rollin: Thanks man, glad I made it to, and your piece turned out great (glad he is protecting our skies)
KP: Preciate the wicked!, wish you finished yours as I was loving your concept and start.
Japhir/Astro: Thanks guy's, for the kind words.
RazorBladder: Yah, the texture sheet was reduced to a point it got muddy, and the rigged character wouldnt render right after it got into the pose, hence the reason I stuck with the base t mesh, but I will be using this guy to learn how to do him better in a render that isn't crap.
Again thanks guys, and Polycount has this one won again!
Spark
My screen captures were super aliased and i couldnt figure out why the file size was so huge. I ran a "reduce noise filter" and Presto! under 200k
An awesome job Spark! You rock dude
Spark
P.S: Yeah the rocks suck Daz:) They were done in a few minutes before the deadline....they will be redone soon.