Author : disting


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Bee-Bee's Avatar
Old (#51)
Lonewolf this is .. umm ..err. ... I don't even know what to say! Wow dude!
Offline , vertex, 36 Posts, Join Date Mar 2012, Location Jersey City  
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Tairii's Avatar
Old (#52)
And people say 16 GB of RAM is enough...LOL

Looks amazing man.
Offline , line, 84 Posts, Join Date Jul 2012,  
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Lonewolf's Avatar
Old (#53)
16 is more than enough to do all the game art u need
Never had any problem but for this 100mil fucker i plan on getting
64gb ram just in case

Modeling isnt done yet O_O
Offline , polycounter, 1,154 Posts, Join Date Jul 2005,  
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Skillmister's Avatar
Old (#54)
Dude.... DUDE!

This is insane. I've loved this ever since you first posted the hand (infact the hand is printed out and on my inspiration wall lol)

Can't believe how much detail there is.
Portfolio Twitter
Environment Artist
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Jack Ryan's Avatar
Old (#55)
Offline , spline, 110 Posts, Join Date Aug 2012, Location Stafford, England  
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monkeyman905's Avatar
Old (#56)
Wow....this is crazy insane!! Kudos!
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BenStrasser's Avatar
Old (#57)
image isnt popping up for me
Ben Strasser -- Environment Artist -Looking for work

Portfolio- http://benstrasser.carbonmade.com/
PC.NET Thread- http://www.polycount.com/forum/showthread.php?t=84470
Twitter- @BenStrasser
LinkedIN- http://ca.linkedin.com/in/benstrasser
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adam's Avatar
Old (#58)
The images aren't loading for me
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Koochy's Avatar
Old (#59)
website down ;_;

edit: yay google thumbnails


Last edited by Koochy; 08-20-2012 at 09:50 PM..
Offline , vertex, 29 Posts, Join Date Sep 2008, Location New Zealand  
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Lonewolf's Avatar
Old (#60)
lol

it should work now

thanx
Offline , polycounter, 1,154 Posts, Join Date Jul 2005,  
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Kon Artist's Avatar
Old (#61)
64G of ram I want that, and the model!
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Old (#62)
Offline , null, 17 Posts, Join Date Sep 2012, Location Vancouver  
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AlexCatMasterSupreme's Avatar
Old (#63)
I am curious how you got the max veiwport to push over 100m polys. I cant get it to not stutter with at least 10m and I have 24 gigs ram, 3930k at 4.5Ghz, and an AMD 7970. How are you even able to model that?
Offline , polycounter, 989 Posts, Join Date Mar 2012, Location Washington State  
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DJ_Aaron's Avatar
Old (#64)
Wow dat detail :O insane dude
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<a href='http://needasig.com'><img src='http://needasig.com/ucAiO.png'/></a>
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Thousand's Avatar
Old (#65)
Quote:
Originally Posted by ScudzAlmighty View Post
the obligatory holy-fuck-nuts-thats-awesome aside,

wouldn't it have made sense to plan what he transforms into before modeling him? Instead of trying to make the existing bits fit into a new form/vehicle?
thatīs what i thought too...
Offline , vertex, 28 Posts, Join Date Jun 2012, Location Vienna  
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Rednaz's Avatar
Old (#66)
AAAAAAAAAAAAAAAAAAAAAAAAAH
Offline , line, 66 Posts, Join Date Jul 2011, Location The Netherlands  
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maze's Avatar
Old (#67)
Hi Lonewolf,

Nice "little" model you've got there man, if there was a grammy for hardsurface modeling I bet you ll get it.

Regarding the model itself I saw the design from don figueroa, and although I know this is your interpretation, and a kickass one. Something I ll like from the concept is the contrast between volumes, going from massive to "less massive" silhouettes. Making an already hugely detailed model a bit more dynamic imo. Your looks a bit stiff, this is personal opinion.

this is a pic showing what I mean, hopefully you dont mind constructive criticisme man.
Cheers.


Last edited by maze; 09-14-2012 at 10:44 AM..
Offline , polygon, 638 Posts, Join Date Feb 2010, Location montreal - quebec  
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frubes's Avatar
Old (#68)
Great model lonewolf, stunning detail.

Cdizzle is correct, you just need slightly better scene management. Vray proxies enable you to unload and load models into memory based on the buckets which are rendering. The smaller the buckets in the renderer the more unloading/loading that happens but it will only use available ram.

some more info here:

http://www.spot3d.com/vray/help/200R...oxy_params.htm

We render billions of polygons at work at 10-20k resolutions for print using this method. Mostly Vue work when it calls for it but we have 12gb of ram on the machines we are using on the render farm and this is with full GI solutions.

you might also try separating parts of the models into Xrefs and loading them in, this will make your render scene much lighter and give you the ability to turn them on and off when you're not working with the models. It also means you can make updates in isolation and they will pass through to your render file.

Will be great to see this badboy textured!
Offline , triangle, 267 Posts, Join Date Dec 2007, Location New York, NY  
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Lonewolf's Avatar
Old (#69)
Quote:
Originally Posted by AlexCatMasterSupreme View Post
I am curious how you got the max veiwport to push over 100m polys. I cant get it to not stutter with at least 10m and I have 24 gigs ram, 3930k at 4.5Ghz, and an AMD 7970. How are you even able to model that?
nice machine u got
i mean its 115mill after turbosmooth

dont remember how much before, i think 10~mill but not sure
and yea its laggy but i hide what i dont need when i work on certain part
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Lonewolf's Avatar
Old (#70)
Quote:
Originally Posted by Thousand View Post
thatīs what i thought too...
i really liked the concept and ill just pull a "michael bay transformation"
just slap few on the main parts of the vehicle on him so i dont worry about it or something
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Lonewolf's Avatar
Old (#71)
Quote:
Originally Posted by maze View Post
Hi Lonewolf,

Nice "little" model you've got there man, if there was a grammy for hardsurface modeling I bet you ll get it.

Regarding the model itself I saw the design from don figueroa, and although I know this is your interpretation, and a kickass one. Something I ll like from the concept is the contrast between volumes, going from massive to "less massive" silhouettes. Making an already hugely detailed model a bit more dynamic imo. Your looks a bit stiff, this is personal opinion.

this is a pic showing what I mean, hopefully you dont mind constructive criticisme man.
Cheers.


this is what i did when i started but then i though its getting too cartonish look rather than "realistic" look

my goel was to make something that can stand next to optimus prime and got the same feel

ill see if i have some wip shots when some parts were more exaggerated
Offline , polycounter, 1,154 Posts, Join Date Jul 2005,  
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carlobarley's Avatar
Old (#72)
http://gifsoup.com/view/1018524/rainbow-puke-o.gif

wow nice poly modeling~~~ very nice!
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Lily's Avatar
Old (#73)
awesome...
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OverlordNeko's Avatar
Old (#74)
with some proper scene management(proxies and such) i'm sure you can render it nicely on your rig
great work
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maze's Avatar
Old (#75)
Quote:
Originally Posted by Lonewolf View Post
this is what i did when i started but then i though its getting too cartonish look rather than "realistic" look

my goel was to make something that can stand next to optimus prime and got the same feel

ill see if i have some wip shots when some parts were more exaggerated
Sure man, It does look badass indeed. Might also be the camera angle. Anyways awesome work lonewolf.
Offline , polygon, 638 Posts, Join Date Feb 2010, Location montreal - quebec  
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