Simple Render Thread.

which?

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Judge. Jury. Executioner
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Modeling new version of Arthas, this time workin out a solid mesh in max first before adding the surface details.
http://www.d2-3d.com/arthas/arthas_preview.jpg

This is a test render for my lightning setup and some metal shading shiz
Still work in progress.
*3dsmax
*no textures/normal maps painted

* the background is original blizz art.
That looks darn good. Your models of Dbz characters are solid as well.
 
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you're using smoothing groups to generate your hard edges?

please don't =[
 

D2

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Why not ? its for rendering purposes only. it's not going to be for a game
this way I wont have to use double edges. and keeps it controllable. we use this technique in the studio as well.

And if I want to get rid of the hard/sharp edges there is a nice render setting "round edges"

Consider it a choice of style ;)
 
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you use that technique in a studio? O_O what the **** kind of backwards studio do you work for?!

saying that using a control cage has less control than smoothing groups is... ******* backwards lol. it's called a control cage for a reason.
 

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a control cage is no more then a low poly mesh.. wether you use double edges to create tension or smoothing groups to achieve the goal.

If i turn off my sub-d I end up with a low poly cage as well, probably less polygons then a doubled edged one, .... so what is your point ?

now btw to strengthen my case since im not that well with words.


you tell me which has more control.
 
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Gir has more control! Its always better to add more unneeded polys! HELL YEAH BABY!!!
 
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a control cage is no more then a low poly mesh.. wether you use double edges to create tension or smoothing groups to achieve the goal.

If i turn off my sub-d I end up with a low poly cage as well, probably less polygons then a doubled edged one, .... so what is your point ?

now btw to strengthen my case since im not that well with words.
http://www.d2-3d.com/dump/boxes.jpg

you tell me which has more control.
the one with a cage.
but hey, don't trust me, i didn't get my information from industry veterans with years of experience who've tried, tested, and perfected the technique.
i'm sorry if i offended your "studio".
 

D2

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I think you are the one that got it kinda backwards mate.

cause Like I said the model is for render purposes only.
If I use smoothing groups on my low-ress cage (which obviously has less polygons then the doubled edged) and get the same render results... sounds rather silly does it not.
And if its sooooooo bad why is there an option in max that allows this? Can your veteran's tell me that? Also why is that option recently added to Modo as well?

but your right. why should I trust you.
 

D2

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Did I say using double edges was wrong?
I never did. I like to use this method for certain hard edges. as for other area's in my mesh do have double edges.

get your facts straight.
 
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Gir will crush you like he crushes pineapples. Painfully.
 

D2

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btw before people wreck their brain about the round edges on cube "A" I did.



And the only thing he would be crushing of me is the respect which I used to have for him.
 
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Avanger life outside the matrix is awesome! Take your pill! KAMON!!! TEIK IT!!!
 
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so what you're saying is, you're using a specialist material which is ONLY good for rendering. when it comes to your low poly mesh you won't be able to bake normals from it or anything.

okay, good to know.

i dunno, it just seems really backwards. why bother learning something that really has no practical use? surely it's better to learn PROPER modeling theory?
 
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D2

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no practical use?
for game industries nope.
certain 3D animation studio's yea.

we do allot of fast phased projects and hardly bake normal maps to our models. (depending on the size of the project and the clients demands)

but don't worry about us we are familiar with the traditional modeling techniques as well.


ps.

You should try working on PROPER social skills before starting to rant somebody works for a "backwards studio"


* 6 hour later Edit.

Since I dont want to double post might as well edit my post

Some updating, fiddling with fur
 
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Judge. Jury. Executioner
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no practical use?
for game industries nope.
certain 3D animation studio's yea.

we do allot of fast phased projects and hardly bake normal maps to our models. (depending on the size of the project and the clients demands)

but don't worry about us we are familiar with the traditional modeling techniques as well.


ps.

You should try working on PROPER social skills before starting to rant somebody works for a "backwards studio"


* 6 hour later Edit.

Since I dont want to double post might as well edit my post

Some updating, fiddling with fur
http://www.d2-3d.com/arthas/arthas_fur.jpg
That looks so good. I'd just go around head butting people.
 
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can you show him without the helmet?

you're also going to be redoing the gloves, and cloth i hope?
 
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Been a while, how everyone are doing... I see Gir started a fight with D2.

you're using smoothing groups to generate your hard edges?

please don't =[
Take notice of the fact that he also build creases along his edges to keep the forms close enough.
Judging by the arhit. material choice and the creases along every edge of his armor he knows his goal. In case no one didn't noticed why he did that, he used that tech to smooth his shine and glossiness on his armor surface but keeping the forms about close enough to the original with the help of the creases. Without any necessary need of any texture to direct the light.

So D2 (the lazy one ) has the right of his move here, even if is a cheep move is a very used method in game studios "when" building there base mesh before starting there sculpting, keeping the hard edges close enough when going up with the levels. I still want to see some texture work on that bad guy D2 and forget about the whole smooth and creases, if done with the high rez ok? I also want to see more love to the gloves and cape.

you use that technique in a studio? O_O what the **** kind of backwards studio do you work for?!
Yes for the base mesh.
You could simply go with a Z-sphere but you should understand that almost all of the ppl that maybe if you want you will work with will firmly request that method D2 just made
To build by hand the base mesh inside max maya etc along with the creases to check how the prehigh mesh looks regarding there concept art and the next stage to follow the art, without letting you move further to the next process stage until the prehigh is correctly done.

One of the company requested that for more then 2 years now was http://www.trionworlds.com/en/index.php for there RIFT game. Feel free to mail them.

you tell me which has more control.
It depends of what. If your referring to rendering purpose then with B you have more control since it has more polygons to draw over in his case rendering the specular level and glossiness on a smooth surface then a plain one.

but I think this is going to much in the bad direction,
posting some work here

http://www.cg-underworld.org/Bushidou/ART/fin/butcher/butcher_render.jpg







 

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