View Full Version : Character - Giant
09 September 2004, 11:19 PM
Hi! Did a small update on my old giant model! - First test render in 3dsmax... Took forever to render...
- I added muscles and shaped the head a bit - I'm not quite sure if i update him some more - i'm not quite happy with details - i ran into problems with lot's of triangles from old Zbrush 1.53 - Maybe i'll redo the base mesh... someday :)
- CnC welcome!
09 September 2004, 11:49 PM
Swwwwweeet.. that is looking really nice..
09 September 2004, 12:21 AM
shoulders need to be higher. Nice max render, what settings/prog?
09 September 2004, 10:00 AM
Woah, he is massive. Nice muscle definition and render. The pectorals seem undersized compared to the arms, but my grasp on anatomy is not that great. Nice work.
09 September 2004, 05:32 AM
Kickass model. The only thing that really jumps out at me as being a little bit off is his upper thigh area, at about the groin/lower hip level. His thighs should be thicker/bigger in that area, bigger around than the lower part of the thigh. Could just be the angle though. Anyway, good job.
09 September 2004, 09:08 PM
That looks great, but you should probably put some houses in there to show different scale.
09 September 2004, 12:59 AM
Very cool model. Great hands and muscle definition.
One of the things that looks a bit off anatomy wise is the knee caps - they don't seem to be the right angle.
It's too bad they don't make pants his size, it's gotta be a bit embarassing for him with all the little people looking up there and seeing the state of his privates...:)
09 September 2004, 01:27 AM
Thanks for comments!
- I noticed that the knees are really bit inwards, I have to admit i didn't have more time to fix knees or any other part that night... i find it bit hard to turn mesh segments in Zbrush (like fingers and such), unless i work with z-spheres... so i would have to, and probably will bring the cage to 3dsmax/Silo, and will fix the knees on cage to point to right direction! - Thanks for everyone pointing it out! :)
09 September 2004, 06:38 AM
export the model as an obj....then reimport with the polymesh tool and go to tools>import and make sure tri2quad is on and set to somewhere around 35-45.....that should get rid of the tri's.
09 September 2004, 08:24 AM
realy nice model! specially his hands.
my only crit :work on his foot. :thumbsup:
09 September 2004, 08:12 AM
Hi, its an excelent model and a great render.Hope i see more. :)
10 October 2004, 01:47 PM
great work, how many polys? :thumbsup:
10 October 2004, 02:36 AM
word, how many polygons?
01 January 2006, 08:00 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.