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cg-sammu β€” Fenix Model, Work in Progress

Published: 2013-11-10 21:48:12 +0000 UTC; Views: 4132; Favourites: 45; Downloads: 27
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Description Here’s a screenshot of what our Fenix model looks like so far, just keeping the shapes nice and clean for now, cant wait to do some battle damage on this thing!
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Comments: 19

Follygon [2014-01-02 17:11:11 +0000 UTC]

Nice topology

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cg-sammu In reply to Follygon [2014-01-03 21:27:37 +0000 UTC]

thank you!

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JNoguera [2013-12-02 01:34:05 +0000 UTC]

perfect grid

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cg-sammu In reply to JNoguera [2013-12-02 07:10:26 +0000 UTC]

thanks!! its good to keep clean wireframe

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Morec0 [2013-11-15 14:33:57 +0000 UTC]

En Taro Adun!

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cg-sammu In reply to Morec0 [2013-11-15 18:22:48 +0000 UTC]

ahahah

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Nebaku [2013-11-11 18:30:10 +0000 UTC]

Wow! What a BEAUTIFUL mesh dude! I have to wonder, what's the point of the triangles above it's kneecaps? They don't look like they're extruded so I found it a bit odd.

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cg-sammu In reply to Nebaku [2013-11-11 19:09:07 +0000 UTC]

Thank you!! oh, they were actually used for decals hahah they are just floating there as if its painted on for now

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Gusindor [2013-11-11 00:20:35 +0000 UTC]

Something about the uneven height of the shoulders makes that gun look heavy. Gives it a nice sense of real-ness, like if that hit there would be an actual impact and not just a computer counting down hit points.

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cg-sammu In reply to Gusindor [2013-11-11 04:00:35 +0000 UTC]

Thank youu!!

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Lvl99-Gamer [2013-11-11 00:13:47 +0000 UTC]

Wow the model looks really clean, stunning as well. Looking forward to the Sentinel as well

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cg-sammu In reply to Lvl99-Gamer [2013-11-11 04:00:06 +0000 UTC]

Thank youu!!

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dopepope [2013-11-10 23:08:37 +0000 UTC]

Forgive me in advance for this rant. Love your work, so I want to ask this. I spent all day creating a character in zBrush that was very complex. Tons of small details and such. More than half way thru, zBrush got very sluggish. And crashed too much. So I started using zremesher to scale down the resolution, but I lost all of my detail. How do you get such detail at such low res. Your model here looks great! I think my problem was my approach. I knew my concept had literally about 100 long insect legs in it. All in different poses. So I made one with DYNAMESH that had a few poly groups, and I duplicated that for each, posing it differently. Well, after so many, I tried to keep going but the app got slow on me. Unusably slow. That's when I started using zremesher to lighten the load, but lost all detail. Am I going to have to resculpt in all that detail back on all 100 legs individually? I'm so confused. Any ideas?Β 

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cg-sammu In reply to dopepope [2013-11-10 23:35:17 +0000 UTC]

ahahah no worries! sounds like you didn't re-project the details back onto the re-meshed model.. When you re-mesh, it usually builds a cleaner cage over the heavy one right? you just need to remember to re-project the details back onto the newer one, hope that helps!!!!

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dopepope In reply to cg-sammu [2013-11-10 23:42:59 +0000 UTC]

Well, to honest I didn't do that. But I chose not to do that for 2 reasons. The first being, the more you project detail back on, the heavier the mesh gets. I was trying to get it down considerably. And second being, the projected detail is never quite as good as what you initially had, and in a lot of cases creates strange anomalies (holes, mesh explosions, etc. ) that are almost as time consuming to address as sculpting all the legs again in the first place.Β 

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Nebaku In reply to dopepope [2013-11-11 18:39:39 +0000 UTC]

Sorry to interject here, but can you do hand-retopology in Zbrush? I've only used the trial Zbrush like 3 years ago, but I know it had a very crude retopology system.


To put it bluntly, re-mesh got me a ugly looking mesh that was 20,000 polys minimum, hand-retopology was 3 times slower but got me an awesome mesh like this with 4000.

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Basurci [2013-11-10 22:55:07 +0000 UTC]

how many polygons are in this model?

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cg-sammu In reply to Basurci [2013-11-10 23:32:08 +0000 UTC]

Hey man! I actually never pay attention to polycounts ahahaha, PCs and consoles these days can handle a lot of polycount too, unless its for the DS I guess? But yeaaah, the best way is always build the model's silhouette at its best optimization

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Basurci In reply to cg-sammu [2013-11-10 23:38:04 +0000 UTC]

I know that new hardware can handle more but I like making characters around 3500 poly-range keep up the work I'm w8 for render with movement on this model of yours.


Cheers!

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