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Modeling/Art non-related to Amnesia / SOMA
Ghieri Offline
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RE: Modeling/Art non-related to Amnesia

Sooooooon...


[Image: minecraftModding.png]

[Image: tumblr_n6m5lsQThQ1qc99nxo1_250.gif]
04-16-2013, 10:33 PM
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xxxxxxxxxxxxxxxx Away
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RE: Modeling/Art non-related to Amnesia

Quote: [...]if I however bring a model over 500 K polies into maya, the program becomes incredibly slow, whilst in max I can open and run files at about 2/3 million polies without lags.
Yeah, from my experience too, Maya is definitely the weakest when it comes to polycount. I wonder if it has to do with its node-based scene structure? But even if it has, that comes with its very own set of benefits, so I wouldn't want them to change it! Big Grin

I've also noticed that it makes a big difference for Max whether the 2 million polys are created through the turbo smooth modifier and instanced small objects (Like hundreds of rivets on a turbosmoothed vehicle) or if they come from an imported huge mesh that just has this number. (Say, an export from ZBrush or Mudbox). The first option is very fast and efficient, but if I import a large number of polys, Max' framerate grinds to a halt until I hide the object in question.
(This post was last modified: 04-17-2013, 09:14 AM by xxxxxxxxxxxxxxxx.)
04-17-2013, 09:13 AM
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Traggey Offline
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RE: Modeling/Art non-related to Amnesia

Quick update <3

Low poly, 1.9 K right now.

[Image: duke_nukem_wip_2_by_traggey-d628202.png]
(This post was last modified: 04-19-2013, 09:37 AM by Traggey.)
04-19-2013, 09:36 AM
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WALP Offline
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RE: Modeling/Art non-related to Amnesia

(04-19-2013, 09:36 AM)Traggey Wrote: Quick update <3

Low poly, 1.9 K right now.

[Image: duke_nukem_wip_2_by_traggey-d628202.png]
Really nice, In fact I think it looks better then the previous though that might just be the lighting.
04-19-2013, 11:34 AM
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eliasfrost Offline
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RE: Modeling/Art non-related to Amnesia

[Image: tumblr_mlewf7oT6H1r9taeto2_250.gif] [Image: tumblr_mlewf7oT6H1r9taeto1_250.gif]
[Image: tumblr_mlewf7oT6H1r9taeto3_250.gif]

Some assets for a game I'm working on. I'm aware of the bugged frame on the front cycle and the weird mirroring on the back cycle and those have been fixed. Tongue

[Image: indiedb_88x31.png]
04-19-2013, 12:54 PM
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Rapture Offline
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RE: Modeling/Art non-related to Amnesia

@Traggey - Is it suppose to look plastic, or is that still WIP?
04-19-2013, 01:07 PM
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Acies Offline
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RE: Modeling/Art non-related to Amnesia

(04-19-2013, 12:54 PM)Naked? No Wrote: Some assets for a game I'm working on. I'm aware of the bugged frame on the front cycle and the weird mirroring on the back cycle and those have been fixed.
He/she looked as if hunching on the first two images. Copied the head to check lenght ~
[Image: Nack-Heads.png]

[Image: mZiYnxe.png]


04-19-2013, 01:07 PM
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eliasfrost Offline
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RE: Modeling/Art non-related to Amnesia

I see what you mean about the hunching, but what's with the heads?

[Image: indiedb_88x31.png]
(This post was last modified: 04-19-2013, 01:12 PM by eliasfrost.)
04-19-2013, 01:10 PM
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Acies Offline
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RE: Modeling/Art non-related to Amnesia

I believe, [Image: prop2.jpg]

it was just my guess as to why "I thought" she was hunching : ]

[Image: mZiYnxe.png]


(This post was last modified: 04-19-2013, 01:15 PM by Acies.)
04-19-2013, 01:13 PM
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eliasfrost Offline
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RE: Modeling/Art non-related to Amnesia

Oh, ok. The characters are not supposed to be in proporton (If I make the head smaller, I can't fit the face in). I think it's the shadow under her chest and the lack of shadow on her back is making it look like she's hunching. I'll get right to it. Thanks for the heads up. Smile

[Image: indiedb_88x31.png]
(This post was last modified: 04-19-2013, 01:18 PM by eliasfrost.)
04-19-2013, 01:18 PM
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