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3 Dimensional Chat / demon dragon for my demo reel

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wind27382
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Posted: 31st Dec 2009 17:03
Basically i have been working as a freelance artist for close to a year now. I've gotten some good work but it's hard to run a business. i want to try and get some real work experience to add to my business so in about two months I will be seeking a job in the game industry. So here is a dragon for my demo reel pleas let me know what you think it is actually pretty high polygon I was hoping for a job in cinematic.









wind
Priske
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Posted: 31st Dec 2009 17:10
The over all model looks pretty nice but there are some things that really do need fixing if you want this in a showcase.

1st off his eyes need some reworking so you can tell there eyes, instead of just wholes.

2nd. his back toenails look flat

and by fare the most important one
3rd. he will need to have a low poly version that is normal mapped, obviously one would use what you have " the high poly version" to create said normal map. No even descent company will higher you no matter how great the character looks if you can do lowpoly work with it also...

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Red Eye
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Posted: 31st Dec 2009 17:33
His wings are too small for a realistic dragon (no that a dragon is realistic), it would be like a bird with small wings.


wind27382
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Posted: 31st Dec 2009 17:35
ok first his eye is just a hole I have the eyeball itself in 3d studio max i will be textured it there its already finished being modeled.


your right his back toenails do look flat so I will spend today fixing them.

I am going to use his lower poly model to make a normal map, I'm not that good of a rigger but i am going to take him back to his lower level and make a normal map and rigg him.

his highest level is 7.4 million poyls his lowest level is 20,000 I know 20,000 is high but that can still be taken down.

wind
Hassan
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Posted: 31st Dec 2009 18:09 Edited at: 31st Dec 2009 18:10
i wonder how do the 20,000 one look like =)
and by the way, the dragon looks really cool, except the problems mentioned above

wind27382
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Posted: 31st Dec 2009 18:11
yea I'm going to take steps to fix his front arm and his toes. i think the wings will look bigger once there extended. there kind of folded up right now so that's not his max wing span

wind
Mazz426
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Posted: 1st Jan 2010 01:01
You may want to try using the desimation app to lower the poly count, sometimes it does well but sometimes it's disasterous but, it's always good to experiment

Beast E Gargoyle
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Posted: 1st Jan 2010 23:07
I have one question, does the dragon have a tongue? The interior of his mouth looks like you worked off some reference pictures and detailed his mouth, yet I was unable to locate his tongue.

Nice model overall. Have you rigged or animated the dragon yet?

Cheers,
Beastegargoyle

My online game portfolio and work samples [a href]www.jaredgingerich.com[/a href]
General Jackson
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Posted: 2nd Jan 2010 02:39
That is VERY VERY good.
But yes it does seem to be lacking a tongue.

Also whats the poly-count?

Maindric
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Posted: 2nd Jan 2010 08:08
One big suggestion. If you wish to go to cinematic work, you need to texture. Just modeling it is showing the employer that you just half-ass it. (I apologize for choice of words, but that is the best way to describe it.)

wind27382
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Posted: 2nd Jan 2010 16:18 Edited at: 3rd Jan 2010 02:53
yes i am working in anther thread where i am practicing my textures. i will be going and rigging it and texturing it.

consideration
after some very careful consideration I decided i would go back to max and fix some basic problems.

first I completely change the head and the mouth I used an Anaconda as reference
I also modeled a snake tongue for him.
secondly I made his tail longer

I made his wings wider

and I'm going to remake his hands to match the sample image.

here is the update max face.



wind
Splash down
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Posted: 5th Jan 2010 11:53
1st post looked soooo much better, but this is AMAZINGLY cool! would be perfect for my game if it were fpsc....


wind27382
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Posted: 5th Jan 2010 12:10
let me clarify the first one is the z brush model with the displacement map and normal map and such. I'm going back now and fixing the proportions and than I will take it back in z brush.

wind
Quik
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Posted: 5th Jan 2010 14:34
Quote: "1st post looked soooo much better, but this is AMAZINGLY cool! would be perfect for my game if it were fpsc...."


a model this high poly will not go very well in FPSC... XD


[Q]uik, Quiker than most
Asteric
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Posted: 5th Jan 2010 17:15 Edited at: 5th Jan 2010 17:15
He is making a low poly for a normals and AO bake quik.

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Oolite
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Posted: 5th Jan 2010 19:22
Sensing sarcasm ftl.
Its a decent model, 7.4 million polygons is a bit too heavy for the detail i can see, you could easily drop a few subdivisions and rework some detail to make it more usable.
It also has that zbrush look, where someone has just gone nuts with the preset alpha's with no real clue what the end result is going to look like. Either look into using the preset alphas more sparingly or make your own.
That said, the reworked mesh in max looks a lot better, wouldn't mind seeing a wire though.

marlou
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Posted: 6th Jan 2010 02:53
Quote: "7.4 million polygons is a bit too heavy"


yeah..its very heavy. btw, what kind of computers can handle animations for a model of millions of polygons?How much Ram and VRam?

When a person has nothing but a dream, can he dare to dream.
Azunaki
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Posted: 6th Jan 2010 02:58
um... animation of a single object with made of millions of polys... that would take one extremely powerful computer.

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mike5424
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Posted: 6th Jan 2010 15:57
wow, looks amazing! but 7.4 is too much for animation!

---
lazerus
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Posted: 6th Jan 2010 18:10
7.4 isnt that bad, Film standards such as the 80 million micropoly displaced Lord of the Rings cave troll. On scales like that, substitutes are used to represent the model in the views but while rendering, the actual full detail is seen. Of course inverse kinematics, muscle systems and other techniques are used so that the movement is realisic. But most of that is beyond the indie modeler.

The same priciple can be applied here. Your using max right? search around for tutorials on substution.

Its looking alot better with the tounge. I noticed your mirrored the mesh? Dont, use the symetry modifier in the modifer list, change the plane and adjust it to remove the seams. It saves alot of trouble with welding each vert.

-Con

RUCCUS
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Posted: 9th Jan 2010 00:04
Lazerus, the professional productions use multiple computers to render small portions of a single sequence and then combine them all together in the end. Max / Maya / Softimage has settings to connect to multiple computers and batch render files in the render settings.


As far as the polygon count goes, as long as you're able to show them a low-poly version with the baked normals and AO maintaining most of the detail, you'll be fine.

For my personal portfolio, I've been rendering my characters on a spinning pedastle without any textures, then layering in the normals, AO, specular, and diffuse until the character is fully textured, then the pedastle fades away and the character goes through a short animation sequence as the background fades in.

Anyways, the dragon looks good, hard to tell from the shots you've posted of the latest version how everything is working together though. I agree with Oolite that if you're going to use ZBrush, go into the extreme details (I know this is just a WIP, but keep it in mind) as it grants you the power to really get in there and add the lizard-like skin, the scratched nails, the watery eye balls, and everything else that brings it to life.
lazerus
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Posted: 9th Jan 2010 00:10
Ive always figured they had to do something like that.

And very nice presentation tip, i may use it one day.

RUCCUS
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Posted: 9th Jan 2010 01:18
It makes a great looking reel for models. All you need to do is render the same animation with each version showing a different layer of detail, beginning from the wire. Load them all up in any video editing software and layer each animation ontop of each other. Transition between each layer of detail and its done. It looks wonders if you use a sliding mask or wipe going from top to bottom or bottom to top, as it looks like the detail is smoothly moving over the mesh each time.
Oolite
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Posted: 9th Jan 2010 15:22
Hence why i'm in love with ZB's turntable feature, takes so much hassle out of the process and you can't help but love the shaders.

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