View Full Version : Character: Bio Mechanical
Synergy3D 05-28-2003, 08:39 PM I'm fairly new here, and certainly not on the level as most, if not all of you, but I thought I would stick my neck out for once and try posting something. I appreciate comments as well as criticism :)
Built in Rhino, rendered in Max5. 3DS file weighed in at 106 megs
http://www.synergy3d.net/images/BioMechFinal.jpg
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Duffman
05-29-2003, 02:44 AM
wow, very detailed!
106 MB? How many poly's on that model?
Synergy3D
05-29-2003, 04:32 PM
Well, I had initially exported it with the polygons optimized, and it was much easier to handle, but I lost all detail in the face and the upper torso. So, in frustration, I just went back and used the default level (no optimization) for export.
It then became very very hard to handle in max (every viewport had to be set on bounding box or it would take 10 minutes just to refresh a viewport). But, all my detailing came through. I'm not quite sure about the exact amount, as I'm still coming to grips with Max, but I believe it's close to a million. Funny thing is, that's only a third the size of my biggest model. :)
self_advocates
05-29-2003, 04:34 PM
I model abit and I'm new to animating, and I gotta give you props on that model for sure. Is it riggable? or just a model at this stage? Keep it up:thumbsup:
Synergy3D
05-29-2003, 05:03 PM
No no, it isnt' rigged. I cant imagine all the work it would be to get all those parts combined, but I could be wrong since I've really never animated anything. I think with his high polycount he'd be a real bear to animate anyway?
Thanks for you kind words!
-Syn
Rei Ayanami
05-29-2003, 10:52 PM
I would know for sure if you posted a wire (unless its just a big white mess) but i think there are areas on that which use up loads of polys but could be done in so fewer, the mechanical parts should be easy to cut down on.
kassinopious
05-29-2003, 11:44 PM
Originally posted by Synergy3D
Well, I had initially exported it with the polygons optimized, and it was much easier to handle, but I lost all detail in the face and the upper torso. So, in frustration, I just went back and used the default level (no optimization) for export.
It then became very very hard to handle in max (every viewport had to be set on bounding box or it would take 10 minutes just to refresh a viewport). But, all my detailing came through. I'm not quite sure about the exact amount, as I'm still coming to grips with Max, but I believe it's close to a million. Funny thing is, that's only a third the size of my biggest model. :)
hide parts of your model and check render hidden in the render dialogue box speeds up adjusting your scene alot!! :)
v. good model btw :)
Synergy3D
05-30-2003, 04:12 PM
@Rei - Yea, I looked at the wireframe and it really is a big white mess. Sometimes I get on that detail train and never wanna get off lol
@Kass - Thanks for the tip! That's a very good idea :)
Nightwing
05-30-2003, 04:17 PM
V cool :)
I like the almost "steam age" look of some of his mechanics, reminds me of H.G Wells. Great detail, and I also dig his mask, the mechanical "skull" is an entirely different form to the human mask, which sorta reinforces the uneasy marriage of the two.
The abs could use some work, and I'm not wild about the blocky feet though.
Any plans to texture him?
Synergy3D
05-30-2003, 04:39 PM
Thanks, I agree with everything you said. The abs arent great because, well, they and the face were my first try at organic materials. I usually lean towards architecture/engineering type of models. So although I agree they need work, I'm rather proud of them lol.
I'm doing a texture render right now at home, I'll post it here once it finishes rendering.
avalon
05-30-2003, 04:44 PM
:)
good modeling
It's very detail,it must be cost you much time.
king21
05-30-2003, 05:18 PM
great character,!
but i have other question is there tutorial how to meke this kind of lighting. So soft and so.
Synergy3D
05-30-2003, 05:40 PM
It's really easy in Max King.
Just create a skylight (doesnt matter where you put it).
Then under the rendering menu, pick advanced lighting, then choose light tracer from the window that comes up.
That's all there is too it, you don't even need any other lights in the scene. Keep in mind, that works with the default scanline renderer that comes with max, if you're using another renderer (like Brazil), it doesnt work.
PAnick
05-31-2003, 12:26 AM
thats looks like ALOT of polys :scream:
RedSilas
05-31-2003, 12:33 AM
How is it possible that the file was 106 megs? I started out in Rhino back in 98 when it was being beta tested. I haven't touched it sense. Do you like it? :hmm:
Teyon
05-31-2003, 02:43 AM
It's all NURBS before he left Rhino and Rhino can generate some seriously dense meshes when it wants too. Hey there, Syn:wavey:. I can say here what I can't say there (you know where): This model is frickin' cool! A bit of a change from what you're used to using Rhino for, huh? :applause:
KolbyJukes
05-31-2003, 06:54 AM
1...million...bajillion...gabagazillion...polys! That is a hell of a lot of polys for one character model.
For that many polys I would expect a lot more detail on the torso/face - those areas seem pretty primitive .... no offence. I like what you did with the cowl/collar bone area, nice detailing and ornamentation.
-Kol.
Six Black Roses
05-31-2003, 07:40 AM
Erm... you're going to have to learn to work with at least IGES files. And definately smoothing! I mean... one million polygons for such under-detailed model? Seems like overkill.
Teyon
05-31-2003, 05:41 PM
I agree that that is a whole lot of polys and you probably could have used less, Syn. However, as for the detail level of the organic parts, you have to understand that Synergy3D doesn't do organic forms, he usually does buildings or mechs and other non organic sutff like that. I'm impressed with the ability to get this close on the first real try at making an orgainc form using NURBs (even if there had to be some machine parts thrown in).
As an aside though, Syn, maybe now you'd want to consider tweaking the mesh in MAX to achieve a greater amount of detail in the model. I know your reasons for not doing it before but I think that time has now come and gone, so cut loose, dude! Show us them there MAX skills. :)
krivakhranostaj
05-31-2003, 05:57 PM
Wochochou:) it is good,it's like as some Bio Mechanical men:) :buttrock:
Synergy3D
06-01-2003, 02:47 AM
LOL teyon, I have no Max skills, other than moving around a little bit and setting up a render, which is all I use it for anyway ;)
My apologies folks, Max was moving around so slowly I made an assumption on the # of polygons. It seemed to be moving as slowly as when Rhino is forced to handle a 1 million poly model, but this was not the case. Without optimization, it was 288,740 polygons. Like I said, I usually optimize, but I lost all detail on the abs & face when I did.
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