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#61 MattTheLegoman

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Posted 10 April 2014 - 01:41 AM

Fabulous!


Remember that all worlds draw to an end and that noble death is a treasure which no one is too poor to buy. - C.S. Lewis

There will come a time when you believe everything is finished. That will be the beginning. - Louis L'Amour

What will matter then will be people. If relationships will matter most then, shouldn't they matter most now? - Max Lucado


#62 Mathijs

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Posted 10 April 2014 - 10:00 AM

I don't understand the logic behind the distribution of polies here; the belly is so big and round, yet it's been made unnecessarily jagged, while spots like the forehead, fingers, temples, ears, nose, and brow areas seem like they could really lose 50% of the polies they're given.

 

If you send me a .max of this model, I'll show you what I mean.


No fuel left for the pilgrims


#63 Nazgûl

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Posted 10 April 2014 - 10:05 PM

That's because the logic is mor or less automatic via ZBrush's plugin called zRemesher. It has various functions for distributing poly count but it's very hard to lower the count significantly and still keep the overll shape of the model. I'm quite sure you can do a better job so you are welcome to try, but Zb can only export as .obj. Will that work?

Also I seem to recall that the last time I sent you a model from Zb you said you could not work with it due to the nature of the polies in the high res model?


// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#64 Mathijs

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Posted 11 April 2014 - 12:54 AM

.obj will be fine.

 

The last time you sent me a model, it had a *LOT* more polies than what I'm seeing in the wireframe there. If I just attack it with the weld tool in 3ds max (I could teach you how to do it, it's very simple), I bet I can shave off 200 polies at least, plus create a better looking belly by cutting in some new ones.


No fuel left for the pilgrims


#65 Nazgûl

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Posted 11 April 2014 - 01:24 AM

Oh you mean you can work of this low poly model? =) I'll send you the exported OBJ tomorrow (friday). Thanks for offering help again Mathijs. If this turs out good, you are welcome to use this model in SAF if you like.


// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#66 Mathijs

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Posted 11 April 2014 - 04:30 PM

Thanks for the offer, but I prefer doing all art myself :p

 

Looking at that render again, I think I can really decimate the count for you. The neck area especially looks like it has several hundred polies stacked together for no reason. 


No fuel left for the pilgrims


#67 Nazgûl

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Posted 11 April 2014 - 09:43 PM

Yeah, I would too if I had your knowledge in speed modeling  :thumbsupxd: Speaking of which, do you have any plans on making heroes/units from Hobbit movies such as Great Goblin, Azog, Bolg, dwarven heroes, elves, etc?


// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#68 Mathijs

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Posted 11 April 2014 - 10:07 PM

Some, yes.


No fuel left for the pilgrims


#69 Nazgûl

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Posted 12 April 2014 - 11:21 AM

Wow.... that is:  :xcahik_:


// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#70 TulkasTheStrong

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Posted 19 April 2014 - 12:30 PM

What is going on here??? :trickydick:

I mean, how can you use ZBrush for BFME models? Is it not 3ds Max 8 the only program that can handle such thing as BFME modeling???? :sad2:



#71 Nazgûl

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Posted 20 April 2014 - 10:26 PM

I think any 3D modeling client can "handle" BFME modeling, assuming that you learn how to cut poly count down to a minimum... 


// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#72 TulkasTheStrong

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Posted 21 April 2014 - 11:46 AM

Yep. And what about import and export thing? How do you guys deal with such thing since models have to be in w3d?



#73 Nazgûl

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Posted 21 April 2014 - 12:47 PM

We transfer models as .OBJ between for instance ZBrush where I create them and 3DSMax where my team mate rigs it (to animated SKL) and exports it as .W3D


// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#74 Nazgûl

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Posted 21 April 2014 - 03:25 PM

Model, all done..  :thumbsuphappy: 

c560a6222cc0b924d46472f612fbf7ab.jpg


// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#75 njm1983

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Posted 21 April 2014 - 05:49 PM

So awesome!

#76 TulkasTheStrong

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Posted 22 April 2014 - 05:03 PM

Thanks man. That was very helpful info. BTW you are very talented, that Goblin King looks SICK :xcahik_:



#77 Nazgûl

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Posted 30 April 2014 - 10:53 PM

Offtopic discussion on SEE subforum structure, moved HERE!


// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#78 Nazgûl

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Posted 23 August 2014 - 03:34 PM

Finally rigged, by Ealendril der Dunkle (of Edain mod)... The rigging has loads of issues with streching and poly gaps, but that is due to the model not really fitting the Troll SKL. Ealendril made the best of what he could, with a hard rigged model. In game, in the heat of battle, it won't matter so much. Here's a cool shot with an angle showing less streching... ^^

 

dkVssFu.jpg


// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#79 NewErr

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Posted 23 August 2014 - 03:40 PM

Now that looks ugly! In a good way that is. :p



#80 MattTheLegoman

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Posted 23 August 2014 - 03:51 PM

Fabulous darling! ;D


Remember that all worlds draw to an end and that noble death is a treasure which no one is too poor to buy. - C.S. Lewis

There will come a time when you believe everything is finished. That will be the beginning. - Louis L'Amour

What will matter then will be people. If relationships will matter most then, shouldn't they matter most now? - Max Lucado





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