Wow nice model, get it skinned and I'll see what I can do about getting it ingame <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
<!--QuoteBegin-Drfuzzy+May 19 2005, 09:48 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Drfuzzy @ May 19 2005, 09:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Wow nice model, get it skinned and I'll see what I can do about getting it ingame <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> It's going to be a super high-res CG image... Probably around 1,000,000 polys with a displacement map instead of bump map, 1024x1024 textures, full raytracing+radiosity.
So I don't know if the HL engine can handle it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Looks nice. I agree with Kyliegirl about the neck being slightly too thick.
I'm looking forward to seeing this completed and running around in Source <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Woah thats poly wasteage if its 1m polies. There needs to be more infestation detail. Seems too smooth, remember its covered in a fungus-like substance.
<!--QuoteBegin-Drfuzzy+May 23 2005, 12:09 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Drfuzzy @ May 23 2005, 12:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Woah thats poly wasteage if its 1m polies. There needs to be more infestation detail. Seems too smooth, remember its covered in a fungus-like substance. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Yeah... You didn't read what I wrote. First of all: Work in progress. Right now it's about 200,000 polys. Second of all: I said it's going to have a displacement map instead of a bump map. And we all know a disp map only looks good if you have ****-loads of polys.
<!--QuoteBegin-LittleB+May 22 2005, 11:47 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (LittleB @ May 22 2005, 11:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> And we all know a disp map only looks good if you have ****-loads of polys. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Use a subdivision-based displacement. I don't know what program you're using, but VRay for 3ds max has one, as does Mental Ray. It'll subdivide the mesh where the displacement map needs it automatically at render time.
Also, don't bring the "poly wastage" fuzzy - it's pretty much standard practice to meshsmooth things to crap and back <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> (~1 million polys each, and there's not much to them: <a href='http://www.tangledslinky.org/images/shinies.jpg' target='_blank'>http://www.tangledslinky.org/images/shinies.jpg</a> )
<!--QuoteBegin-Coltrane+May 23 2005, 01:45 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Coltrane @ May 23 2005, 01:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Get zbrush if you dont already have it.
Import it to zbrush. Doodle around a little bit. = Instant win.
You can do some really nice infestation in zbrush, and you can make a normal map of it fast. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> It's funny you should mention that, cuz I just got it a few days ago. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> What an amazing program!
A couple of days ago, I spoke on TS about a DCP-developer and two plugins meant for texturing that I have used a little in the past... Kaldera and Texture Layers, created by Mankua Software. Because of how easy they are to learn and how they might help you with texture problems, I enquired to the company about how much it would cost for each of them... and they have replied.
Comments
It's going to be a super high-res CG image... Probably around 1,000,000 polys with a displacement map instead of bump map, 1024x1024 textures, full raytracing+radiosity.
So I don't know if the HL engine can handle it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
<img src='http://img287.echo.cx/img287/7591/skulkrendertemp000100013ye.jpg' border='0' alt='user posted image' />
I'm looking forward to seeing this completed and running around in Source <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Yeah... You didn't read what I wrote. First of all: Work in progress. Right now it's about 200,000 polys. Second of all: I said it's going to have a displacement map instead of a bump map. And we all know a disp map only looks good if you have ****-loads of polys.
Import it to zbrush.
Doodle around a little bit.
=
Instant win.
You can do some really nice infestation in zbrush, and you can make a normal map of it fast.
Use a subdivision-based displacement. I don't know what program you're using, but VRay for 3ds max has one, as does Mental Ray. It'll subdivide the mesh where the displacement map needs it automatically at render time.
Also, don't bring the "poly wastage" fuzzy - it's pretty much standard practice to meshsmooth things to crap and back <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> (~1 million polys each, and there's not much to them: <a href='http://www.tangledslinky.org/images/shinies.jpg' target='_blank'>http://www.tangledslinky.org/images/shinies.jpg</a> )
hes right..sub division disp mapping does not need that much polys
Import it to zbrush.
Doodle around a little bit.
=
Instant win.
You can do some really nice infestation in zbrush, and you can make a normal map of it fast. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
It's funny you should mention that, cuz I just got it a few days ago. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> What an amazing program!
Kaldera -- <a href='http://www.mankua.com/kalderabottom.htm' target='_blank'>http://www.mankua.com/kalderabottom.htm</a>
Texture Layers 2 -- <a href='http://www.mankua.com/texlaybottom.htm' target='_blank'>http://www.mankua.com/texlaybottom.htm</a>