Beast of Burden - Character - Steve Warner


#61

Ahhh, once again I’m up with the diehards at 3am. The grass object has just over a half million polys. :rolleyes: The actual poly count came out to 526,620. Of course, each was a subdivision object, so once it hit the renderer the mesh was multiplied from there. But half-million was the base object. :surprised Huh. No wonder the render took such a long time. :wink:

Steve


#62

Why u not use simple poly object with clip map for grass ?
Bdw. love it :thumbsup:


#63

few years ago ive made clock… in cinema4d… i think that was version 4… or 5… it took me a week to create the model on my performa 6400/180…

the file was 30mb big :surprised

verti:buttrock:


#64

Steve,

I just want to say, “wow”! I have been following your progress from the beginning but have not formally commented on your work until now.

You have successfully fulfilled the expetations set forth by your sketch. The details you have developed, such as the bony veins in the hands, the thick folds in the feet, the subtle droop around the eyes, etc., suprise and satisfy.

You have done more than create a stunning model; you have achieved a being that is breathing, a form that exudes conflicting emotion: exhaustion, anger, apathy, sorrow, and through this conflict life’s complexities are conjured.

You have captured the nuances that furtively transform an object to a lifeform, that penetrate the psyche and cause the suspension of disbelief – because the imaginary can be real, as you have so magnificently demonstrated.

Yours truly,

Skit


#65

Hi all,

I was hoping to get some time this weekend to do some final tweaking and get a decent final render done, but I’ve got a large project for the U.S. Army starting this week and have to get ready for it. As such, I don’t really have the time I was hoping for. But thanks for the encouragement and feedback along the way. And thanks for the positive votes! That means so much to me. This has been a blast and I can’t wait till I’m able to join in another challenge again. :slight_smile:

@ Eugeny: I was thinking about using a clip map for ferns, flowers, and grass, but then remembered that the challenge was a modeling challenge. Textured objects aren’t supposed to count in the final judging. So I ruled that out. But thanks for the suggestion. And thanks for continuing to drop by and comment on my performance. It’s much appreciated! :slight_smile:

@ Verti: That’s insane! :surprised How long did that thing take to render?

@ Skit: Thanks for the generous words! :blush: :smiley: I’m glad you liked the character model. It’s a first for me and I’ve learned a lot along the way. While it’s not the most detailed model of the bunch by far, I did accomplish what I set out to do, and I’m proud of that. The success and encouragement I’ve received along the has only strengthened my resolve to build more complex pieces in the future.

Thanks everyone!

Steve


#66

Steve Warner: it took around 5 hours to render in hmm… somethin close to 500x1000 resolution… :wink:

there was no texturing… ive only added some reflection channel… :wink:

i will look for the pic if you want me to… :slight_smile:

cheers,
verti.


#67

Verti, five hours! You must have the patience of Job! if you’ve got a render handy that would be cool to see!

Thanks!

Steve


#68

Steve Warner:
i cant find the “hi res” version :wink: heh… but … here it is:

http://www.vertiginosus.com/beta/goldtime.jpg

:drool:

regards,
verti.


#69

verti, holy smokes! Is the detail work in the wood bump mapped, or is that actually modeled? :surprised

Steve


#70

as i said before… no texturing… only few material channels were activated: reflection, specular, transparency (these are all i used in this scene)…

so… no bump maps…

i did not know much about texturing… but even if i know something now… i rather like to model everything…

regards
verti.


#71

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