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| 3D WIPs Post your works-in-progress (WIPS) and lets be open to suggestions. |
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| | #391 (permalink) | |
| SFM Guru Join Date: May 2006 Location: Deep within the uncharted Amazon
Posts: 291
Downloads: 0 Uploads: 0 | Quote:
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| I am lost in everyway there is.............literally.............just plain LOST Fugitive of the C.D.C. [Center for Disease Control] Last edited by EBOLII; 05-31-2008 at 09:42 PM. | ||
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| | #392 (permalink) | |
| Trust me it won't Hurt Join Date: Jun 2006 Location: Canada in Theory
Posts: 1,270
Downloads: 1 Uploads: 0 | Quote:
If the word you mean is scene, then I guess this would take up a lot of resources in a render, but the model can be stripped away or have certain versions of it done. low poly and so forth . . . There is "in my beginners opinion" no way you can get that much detail in a full blown DS9 for 2.5 million polys or less . . . . . That is out of the question, flat out . . . . . I was born at nigh, but not last night ![]() I would truely like to see that done. first off the amount of segmentation would be stagering. Hull plating would be non existent. . . you would have to result to image maps, which we all know will not stand up on close ups. As for the sensor pallet? dude . . . . those are gonna cost you big time . . trust me, there isn't a waisted poly on my sensor pallets and they cost me 177,297 polys per section, with a total of 6 sections . . . . plus my sensor pallets are not as good as they should be . . . . lol they could use some more details . . . . . I will agree with you on one count, it is big and would be very very hard to put in a scene and render it with a bunch of other stuff, but it can be done. I remember reading a post you made where you did scenes with 12 million poly's or some such like that? . . . . so there ya go. 2.5 million . . . . impossible ![]() gp | |
| --------------------------------------------------- " Nuts! " . . . ~General Anthony McAuliffe: 101st Airborne at 'The Battle of the Bulge' Distraction W.I.P. :Star Trek DS9 Current W.I.P. : The Occupation: Thor's Settlement Last edited by gpdesigner; 05-31-2008 at 11:57 PM. | ||
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| | #393 (permalink) |
| Trust me it won't Hurt Join Date: Jun 2006 Location: Canada in Theory
Posts: 1,270
Downloads: 1 Uploads: 0 | |
| --------------------------------------------------- " Nuts! " . . . ~General Anthony McAuliffe: 101st Airborne at 'The Battle of the Bulge' Distraction W.I.P. :Star Trek DS9 Current W.I.P. : The Occupation: Thor's Settlement | |
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| | #394 (permalink) | |
| SFM Nugget Join Date: Mar 2007
Posts: 3
Downloads: 0 Uploads: 0 | Quote:
![]() Seriously though, good job on this and congrats for sticking it through till the end! Neat stuff! (And, no, I never did a DS9 -- that was a pure lie I'm afraid ) | |
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| | #396 (permalink) |
| SFM Nugget Realname: John Aldrich Join Date: May 2008 Age: 29
Posts: 3
Downloads: 8 Uploads: 0 | Anyways, as for the 4m poly count issue, I can see where alot of the polies are coming from. There is alot of "quasi-neccessary detail" along alot of the sections that logically speaking the human eye would miss. I pose a couple of questions, please do not take these as digs against your model which is quite good. 1. Do you have the mesh subdivided into sections ( ie, weapons sail #1, #2, #3, upper / lower pylon #1, #2, #3, etc docking ring sections )? Go in and take a long hard look at what detail the human eye is most likely to see first, as well as the flow of detail, where it leads the eye to. 2. When you start your texturing process, try to use a very minimalist hull plating pattern as this will augment the modeled detail you already have, possibly allowing you to remove a little of the excess, further reducing your poly count. With all luck that should bring you down into the 3,500,000 range. |
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| | #397 (permalink) |
| Trust me it won't Hurt Join Date: Jun 2006 Location: Canada in Theory
Posts: 1,270
Downloads: 1 Uploads: 0 | Don't really know how to respond to the last couple of posts . . . Ummmmmm lets see, WXM, your just crazy . . . D'oh! . . . . . fifty thousand polys . . . . As far as Ghostrider asking for a release of the mesh and Andrew responding with the Begging comment, well lets say that that is a response that has been said before on a lot of other forums by a lot of other people who have a different view about first post members asking were they can download models . . . . . So Ghostrider no matter how good your intentions were, you kinda set yourself up for that, I am just sorry Andrew got to you first . . But I know other folks on other forums who would have been a lot more brutal. Ghostrider your comment about the quasi necessary detail . . . . well I guess this is largely a point of view kind-a-thing. . . . . . and this may work in with what AL3D was thinking. You both are thinking production value, How it will look in a scene with tons of other stuff. So all the micro detail you refer to as quasi necessary will not be seen. In my mind I am building this mesh for me, this is what I am going to render. When I render the Station it will be just as close as the test renders you see. The fact that you saw the quasi necassary detail means the human eye can it. To answer your point questions, the mesh is very much modular at this point. There is just one weapon sail. there are 3 section of habitat ring and only one section of the outer docking ring, and the pylons are not yet built but when finally make them, there will only be one. I don't plan on duplication or Radial arraying the station until all of the imaps are made and texturing is done. As far as clean-up, all of the detail have their own layers, so at any given time detail can be added or deleted. Your ideas about how to proceed with the texturing is good advice, I will give that a go when the time comes. gp P.S. I PM'ed you early this morning check your inbox. |
| --------------------------------------------------- " Nuts! " . . . ~General Anthony McAuliffe: 101st Airborne at 'The Battle of the Bulge' Distraction W.I.P. :Star Trek DS9 Current W.I.P. : The Occupation: Thor's Settlement | |
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| | #398 (permalink) |
| SFM Obsessed Realname: Jeff Join Date: May 2006 Location: New York City
Posts: 2,354
Downloads: 1 Uploads: 0 | ...been really busy lately but just wanted to send a "looking f-ing great GP" out your way! ![]() |
| ---- My Subdivision Modeling Video Tutorials ---- New York City in HDR ---- ---- My Favorite Tutorials/Links ---- 488 Star Wars Ref. Pics ---- | |
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| | #400 (permalink) |
| SFM Oracle Realname: Rich Join Date: May 2006 Location: Hull, Yorkshire, England Age: 38
Posts: 3,545
Downloads: 0 Uploads: 0 | Its outstanding, and if you are making still images with this thing, then who cares how many polys it has, leave it rendering overnight if you have to, at least you'll have a beautiful pic in the morning. If you are planning animations you might run into trouble, but if all you want is the best CGI DS9 in exhistance, just keep going. |
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