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3 Dimensional Chat / unnamed lava model.. (boring model)

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Neodelito
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Posted: 1st Feb 2011 04:31 Edited at: 1st Feb 2011 04:33
hi i make this in dead time.. is a specie of lava dog or some thing came from under earth.
Normal mapped
Bump mapped
Solarise


is med poly 1800 triangles.

my pentablet is dead.. so i wait to make more models.



anayar
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Location: Minneapolis, MN
Posted: 1st Feb 2011 04:37
Boring??? You must be out of your mind!! Amazing models Neo, you really should be pro with the quality of work you produce

Cheers,
Anayar


For KeithC
Neodelito
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Posted: 1st Feb 2011 05:10 Edited at: 1st Feb 2011 05:12
thanks anayar, but is not a finish model.. is for test-

posing..





The Zoq2
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Location: Linköping, Sweden
Posted: 1st Feb 2011 11:34
That's awsome!

Is it animated??

Srry about my english im from sweeden
Neodelito
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Posted: 1st Feb 2011 14:58
yep The Zoq2 is animated,.. i use now for test ground angle in my app.



PrimalBeans
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Posted: 2nd Feb 2011 03:38
I think every other comment ive made about your past work will just about cover what i think of this.
cut and paste "great work, amazing, holy carp batwomen here." I have a lava like character in my project im working on... this makes me want to go retexture it.... lol.

Neodelito
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Posted: 2nd Feb 2011 14:22 Edited at: 2nd Feb 2011 14:24
yep lava is complicated.. you have many styles of them.. black, grey, red, yellow, melt, solid, etc.. and you can use and animated multitexture method to simulate lava movs in the character.. (darkbasic scroll texture)



heyufool1
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Posted: 2nd Feb 2011 22:25
Nice! What's the poly count and texture res? Your models seem to have this same retroish look.

"So hold your head up high and know, it's not the end of the road"
Avoider The Game
Neodelito
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Posted: 3rd Feb 2011 04:40
1860 polys.. is a med poly model.



PrimalBeans
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Posted: 7th Feb 2011 23:13
1860!! Thats still a low poly model if you ask me... that looks great for 1860! I think i have that many in most of my characters faces!! And kira still says my models are low poly (I think most of my characters for the current project weigh in at 7000 to 13000 polies.) 1860 is like super low poly compared to most models these days!

Master Man Of Justice
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Posted: 7th Feb 2011 23:21
Primal, alot of people base polycount off of FPSC around here.

and even without FPSC, 7000-13000 polys is considered medhigh-high.

FPSC
Low=10-750 polys
Med=750-2000 polys
high=2000-5000 polys
anything more, unless the object is the majority of the scene, fpsc will laugh at and spit out.

Neodelito
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Posted: 7th Feb 2011 23:55
"13000 polies" wow.. is for a movie..
look this model i made, 225 polies, 256x256 png texture




Camouflage Studios
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Posted: 8th Feb 2011 04:21
i just want to crit on your above work.

a) the shiloette sucks hard. if its a next-gen asset you should be able to spend the polies to make sure everything looks round and not edgy like yours is.

b) the normal and spec pretty much suck hard. The normal for the main shapes is blobby and soft and then you throw so much NOISE on it it drains all the attention away from the main shapes and just makes it look way to busy and unatural, and it REALLY doesnt look right on sucha low-poly looking model. And the spec is way to shiny makes it look like plastic.

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Neodelito
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Posted: 8th Feb 2011 05:37
thaks for your critics camouflage..
i try to do better next time,
but there are material preinstaled in sculptris. nothing special.
my objective in this model is make a simple mesh no more than 1000 polies but this model have 800 polies more (1800).. no bumpmap or normalmap are made. (using same texture to bumpmap and emisive)



Master Man Of Justice
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Posted: 8th Feb 2011 19:07
Camo, i know your a fan of next gen, but dont base last gen models with next gen crits. It just doesnt make sense.

Camouflage Studios
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Posted: 8th Feb 2011 21:18
bro, it does make sense, i was criting the model that neo clearly states has a bump and normal map

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Master Man Of Justice
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Posted: 8th Feb 2011 21:50
I thought you were talking about the model right above your post lol, my bad.

PrimalBeans
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Posted: 8th Feb 2011 22:51
as far as 13000 polies thats hardly movie grade mesh. Im basing my statement on what comercial games are using. Considering that our project is a beat 'em up type game (only two characters on screen with limited background) thats still not too overwelming. Ive loaded 6-7 instances of my model at a time on my 6yr old machine with barely a hiccup. Of course thats running in a viewer that was written in c++ using dx and not dark basic or fpsc. Regardless of what you want to call it the model focused here is extremely well designed concidering the poly count.

Just as an example mortal kombat deadly aliance averaged 7000 to 10000 polies per character, and ran on xbox. Were not talking ancient tech, but the available hp theses days can definately handle that and an environment. Shoot consider two characters @ 20000 polies and say another 40,000 in environment and a few thousand in props and your still at 60,000 or so polies. Thats nothing for todays equiptment.

I know im not considering mmos and other games with lots of instanced characters but still new equiptment gives you room to play. I remember back in the day when my pII would bog down playing duke3d because i made a map that had too many sprites. Those were the days of serious resource management lol. Anyway this is all getting way off topic. I still think the model displays good use of geometry.

Neodelito
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Posted: 8th Feb 2011 23:14
Yes primal beans actual pc and consoles can manage so many polies..
the design of an character is not limited by this if you gone to use only 2 models.
Why always i make low polygon models?
i'm from old school. i like RTs games.. ha ha..
(and i have an very old PC )



lazerus
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Posted: 9th Feb 2011 02:05
Fair crit camojust a few things id like to elborate on though.

Quote: "a) the shiloette sucks hard."


You need to be careful where to apply a silloutte though. As making every model with amazing angles, causes distractions and the players head aspoldes since theres too much data to take in. Your standard wolf/dog isnt that much in a way of a silloutte but there widely used in games as cannon fodder or small time prey at the least.

Its like when you paint, you keep the foreground all pretty and detailed and drop the background detail to balance out the pict. Ethier way sillouttes arent always a nesscity and its whether its fit for purpose.

You need to take into account that neo is/has/was a hardcore low poly artist, so his texture work is bleeding over into his normals.

Neodelito
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Posted: 9th Feb 2011 02:49
yep.. you have reason..
is hard combine all in on low polies models...
if you have patient you can find various glitch and bump errors in this other model i made. but regular user don't se..




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