j3st3r wrote:
Standard. Look at the final fantasy or osiris characters represented by Fransisco Cortina and Steven Giesler. Or look at René Morel
s AmazonSoul. They are relatively high resolution cages, I think theyre 100 000 polys. Quite much for a cage. But! The character I did for Platoon game cinematic is about 75000 polys control cage. The face had some 4000 polys, the rest gone on the cloth folds, tiny details, etc.
well all is indeed relative, but looking at the cages of for instance Fransisco Cortina,
it seems to me that the face/feet was initially modeled at a polygon level similar to that of the rest of the body, and then subdivided in order to yeild and extreem cage in those areas, I doubt that these areas (head, feet) where modeled using this many polygons from scratch (although that assumption is based upon my meagre experience.)
Splinegod wrote:
creating “end poles” thru triangle shaped quads.
ahh, that’s what it’s called!
The end use will drive the detail. At Weta for example they created very high rez versions of gollum which could probably never be used to animate. They generated normal maps that they applied to lower rez versions which preserves the details but not the outrageous amount of geometry.
yes, the use of displacement maps with lo-res cages seems to be an incredibly efficient way to add detail, atleast when looking at the tests that surfaced sofar concerning the upcoming ZBrush version.
although displacement mapping is nothing new, from what I gather it’s Zbrush’s ability to detail an enourmously subdivided mesh that is the key to being able to get the best out of the displacement maps.
unfortunately ZBrush at $399 is a bit steep for me currently so I’m hoping there will be cheaper (free?) alternatives somewhere along the line (or maybe Santa will help out ;).
and your Gollum is an excellent example of clean localised detailing in a mesh, superb modeling!!


