great work… the concept is really cool…
DWIV - 3D - mikhalchishin - Demon Lord
Hey guys!
thnx for comments!
so, the show must go on
and here is continue, lowpoly model with normal and occlution:
here is 9950 poly.




sry for big images 
Unbelievable modeling mate, just outstanding!
I only hope that you’re texturing can do the model justice.
This has the potential to be amazing.
Hi guys!
Looks like it almost done:)
Here is last wip i think.
Texture is not complete its wip:

great work man, cant believe u managed to make that under 10.000 triangles, wireframe please!
where were you when bondarchuk shoot Obitaemyy ostrov?!
everything about you work looks great!
Only I’m not fancy orcish type of nose, but it’s your character 
good work!
by the way is your model 4500 poly? it looks too damn detailed 
Hi!
My best thread in the DW4, congratulation! ![]()
i cant say any constructive crit…
but i have a question… where is the cgtalk logo? or if the question is wrong, where will it be? 
and one more q. Where will you do the beauty shot? in uengine, sandbox, or maya’s viewport, or in …?
best of luck!
hello guys!
MartinNielsen: thnx man !)
dmightyone: i cant beleve it too :), it was so sad to optimize so many details. I think 20-25K poly is enouth for this model, but dw rules wasnt give me a chance 
anyway here is wireframe what you ask:)

vikramvr: thnx)
digi_est: ha ha
i didnt realy work on movies, hope didnt yet 
model is 9948 poly, you can see wireframe in this post.
about nose
i dont wanna to use some undeadlike elements, so i havnt much alternatives, i need nose wich can help make face more massive and hard. Thnx for comment!)
bzsolt: thnx a lot:) its so nice fore me:)
I plan to put a logo on church, little up from windows. it will looks like barlief.
About beauty shot. i think ill render it in max.
if is any question more, ill glad to answer. 
Shoot me with a stone, but the limit is 10k in TRIS , huh… ?
edit: sorry, if you in edit mesh, there is no problem with your POLYs count, but if you in edit poly, the tris number is bigger than polys, sry 
Yeah, you re right
But this mesh is triangulated and polygons=triangles, and there is no matter EditableMesh it is or EditablePoly. So here is 9948 tris.
Looks great! I like stone parts on skin. Cant wait to see full texture!
Keep going!
yes, its cool 
can you post an other shoot of your high poly with an other zb shader? that shader is cool, but i cant see anything with it
default gray matcap, or max blinn shader would be great, thx 
good luck!
Mikhalchishin correct me if I’m wrong, but I was under the impression that the less triangles is used in game model the better?!
At the moment I’m modeling my character in quads, some areas are giving me a real headache but if in the end it’s same good as triangulated may be there is no point modeling in quads?! Or if there is a point why you triang. your model?
You do want to go ahead and model your game characters with quads. A quad is just two triangles put together. (If you are using 3ds Max, go to Edge mode and click TURN in your modify parameters. You’ll see.) Modeling in quads just makes your life a lot easier. When you export your model to a game engine it reads your model as polygons=traingles.
Also when you show your model wireframe you should change your Statistics from polygons to traingles. Statistics is under viewport configurations. Again if you are using 3ds Max.
I know, it’s too late now, but what you think about mooore bigger wings? it’s cool now also, but just an idea…
I’m waiting the high poly shot with other shader :bounce::bounce: