Jezus

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A Highpoly Model:

Name: Jezus
Location: In Water Palast ( In the Middle Ocean)
Skills: Fighting


Used Modeling Programms: Lightwave 3D
Modeling Time: 1 hour
Rendering Time: 7 mins





(dunno.. somehow in the modeling window he does look alot better <_<...)

C&c are Welcome
 
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öhm why is he high poly can hardly see any details at the model o_O
 
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i thougt it was the real jezus you made.i once made a jezus model,man, that was fun.you used meshsmoooth again,right?i suggest you change the eyes,they don't fit the hight poly smoothness.and he looks like a pokemon :talk: .
 
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iTs highpoly cuz i used meshsmooth <_< ....
 
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and thats why it looks like crap =/

try actually modeling on the detail, instead of using a mathematical algorythm to give you a result which is uncontrolled.
 
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Tryforce said:
iTs highpoly cuz i used meshsmooth <_< ....
As I learned on some of my older models... Meshsmoothing a model doesn't make it 'high poly'. I mean sure... it adds a ton of polies and makes it look alright to the eye in smooth mode, but high poly more refers to the structure layout of the polygons, using edgeloops in all the right places, you know :/

At least, thats what I think.
 
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Growler said:
Meshsmoothing a model doesn't make it 'high poly'. I mean sure... it adds a ton of polies
... you know whats highpoly mean or? <_< do you? you know that a tone of polys makes a model higpoly.. <_<

yeh gir... i kno im just using some of my old meshes and put em together without editing them ;( my bad... gotta add detail latorz ;P
 
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i dont like it try show it without the mesh smooth
 
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ZLink: I wont post cuz you wont understand there anything :)

PolyCount 6646 tris
 

D2

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Mad_AxMan said:
and thats why it looks like crap =/

try actually modeling on the detail, instead of using a mathematical algorythm to give you a result which is uncontrolled.
Damn where did I heard this before ;)

And about the model.. I dunno what to say..
I never saw this character b4 so i don't know how it supposed to look like :p But I do agree with Gir.
 

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See now that is WAAAAAAAAAAAY too much for a... no offense... piece of crap like that. DON'T meshsmooth. Well actually, Meshsmooth can come in handy when you're doing a quick normal maps, but even then, you have to model the details in first and THEN meshsmooth to make them... smoother.
 
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hmm so its all crap to you? <_< ....

without meshsmoth <_<

in this wire its like 2,1k tris... the lowpoly version of the meshsmothed one got 6,6k tris.... the highpoly version got over 130k tris.
 
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i see you're still thinking low poly with just a meshsmooth modifier, add some extra edges to parts that need definition so it wont just smooth into one big blob.
oh and meshsmooth doesnt like triangles =(
 
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i kno thats why most of those parts are quads <_< ... damn gotta redo the face into quads!
 
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i understand under the word "highpoly" not only lots of polys with a meshsmooth :rolleyes: ;)
 
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beh k,

Think ill better finish this thread right now... you can think that i finished this model...

ill come back after i learned more stuff...

cya
 
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For your future models then:
Remember that to define a shape in meshsmooth, you need at least two edges.
So to make the chest muscles look how they're supposed to instead of just being blobs, either cut or chamfer an extra edge along the bottom of the muscles.
 

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Man, I thought you were making a Jesus model for ESF..I so would've downloaded it, just to whoop some ass/get my ass kicked with Jesus.

It's kinda...bleh, I just think that's way too many polies for that small amount of detail.
 
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the jesus from jay and silent bob would be killer for esf
 

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