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3 Dimensional Chat / Kira's 3D Compo WIP

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SJHooks
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Joined: 13th Aug 2009
Location: Where you least expect me...
Posted: 19th Jun 2010 05:09
If your going to bake, might as well try a game standard poly, I mean, this type of model looks like a decimate modifier would work with, not work wonders, but work with. Or just delete half the model, add the mirror modifier, and then manually delete edge loops, but either way, I'd love to see that type of model ready for games . It'd just be... neat... ya know?

Kira Vakaan
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Joined: 1st Dec 2008
Location: MI, United States
Posted: 23rd Jun 2010 04:36
Hm, so I'm not sure how this happened, but I overlooked a duplicated object that was adding about 600,000 to the poly count.

Highres is now 5,022,208 and low is 313,888.

@SJHooks: Y'know, it might actually work out. Not with decimate though; that usually destroys any animatability an organic model has. But if I bring the model down to the first level of subdivision, I get 19,618, which is easily doable on today's hardware. I was going to bake down to the third level (313,888) to preserve some of the dragon's original profile, but it wouldn't be so bad in game. Maybe I'll use it in a future project.

But for this compo, maybe I should keep up the visual integrity. Thoughts on the poly count I should take for this compo (not for a game)?

Kira Vakaan
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Location: MI, United States
Posted: 24th Jun 2010 10:52 Edited at: 24th Jun 2010 10:58
Update!

Since I couldn't decide which resolution to bake to, I chose the level in the middle, at 80,840 polies. Below is a small version of the normal map I finally created by cutting the dragon into little pieces and baking them individually (a pain, but necessary).

Original is 2048x2048.


And here's a screenie from the viewport with the normal map applied.



There's a larger version attached to show some detail that might be lost in the resize.

Two days to go! It's gonna be close!

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CoffeeGrunt
17
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Joined: 5th Oct 2007
Location: England
Posted: 25th Jun 2010 18:47
If you complete this, it's gotta have to win. It's a beautiful work of art...

Kira Vakaan
15
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Joined: 1st Dec 2008
Location: MI, United States
Posted: 27th Jun 2010 05:50
@CoffeGrunt: Thanks a lot!

I thought I'd just post back here. I've already posted the same message on the Compo thread.

Here it is:

Alright, I think you can consider this final.

I would've liked to rig it and do a beauty render, but time's a little short.

The final model weighs in at 80840 polies.

There are links to 1280x960 renders under each picture.

Front:

Large Render

Back:

Large Render

Face Detail:

Large Render

Good luck everyone!

Hassan
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Joined: 4th May 2009
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Posted: 27th Jun 2010 10:12
very nice kira, but, why wings are not textured x(

anyhow, it's looking really great

Mazz426
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Joined: 4th Feb 2008
Location: Edinburgh
Posted: 27th Jun 2010 12:53
yeah they are, if you look closely you can see subtle details, and congrats kira thats superb

CoffeeGrunt
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Location: England
Posted: 27th Jun 2010 13:03
That is a beast of a model. I'd say good luck, but I doubt you'll need it

ivanzu
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Posted: 29th Jun 2010 17:43
very nice model its like real

[url="http://img688.imageshack.us/img688/156/alnilamcamouflage21copy.jpg"]
Quik
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Joined: 3rd Jul 2008
Location: Equestria!
Posted: 29th Jun 2010 17:46
very good UVmapping on it i must say, my only critt would be the eyes and wings looking too clean =P


[Q]uik, Quiker than most
Kira Vakaan
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Joined: 1st Dec 2008
Location: MI, United States
Posted: 29th Jun 2010 19:50
Thanks guys!

@Quik: I agree. I added a lot of detail to both parts but it seems to have been lost in the render. The eyes have many different shades of yellow/orange and slight green streaks, along with fine black lines coming from the pupil, but you'd never know in the render. I didn't have time to go back and repaint, but I wish I could've.

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