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 Post subject: Ray's WIPs
PostPosted: 15 Jul 2010, 02:11 
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Joined: 26 Sep 2009, 15:51
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Location: Bonn, Germany
Hello friends,
I had some free time and have been working on 3 people assets for architectural renders, probably might offer them on turbosquid when they're done.
I was planing to make about 10 different people. They should look good when they're rendered with about 100 pixels high.
Posting now to keep going and keep track ;)
latest versions:
Image
Image

Cheers, Ray

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Image rray.de, a resource site for softimage, updated feb 22nd


Last edited by rray on 18 Aug 2010, 13:29, edited 2 times in total.

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 Post subject: Re: Random people (lowpoly)
PostPosted: 15 Jul 2010, 08:01 
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Looking good so far! Keep us posted
What do you consider "low poly" in this day and age, as the definition of "high poly" has shifted "somewhat" over the last couple of years?
:-\


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 Post subject: Re: Random people (lowpoly)
PostPosted: 15 Jul 2010, 15:25 
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Joined: 09 Jun 2009, 18:38
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I love the style of these. Loads of character!

I think they'd go equally well in a stylised animation or videogame. If you do decide to sell them, are you going to provide them with a T-pose?


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 Post subject: Re: Random people (lowpoly)
PostPosted: 16 Jul 2010, 00:35 
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Thank you for your comments!
I agree "low" is higher than it used to be :)
- although on second thought, these aren't exactly lowpoly, even by the new standards ^^ more like in-between. Probably I associated non-subdees with lowpoly, that's why I called them that.

BTW I think low poly models (and even level-1-subdivision models) have a nice way of breaking up the specular highlights. It gives the surface a sketchy look (incidenally it also covers some modeling mistakes) *-:)

I was looking for a shader that does similar to highres surfaces, but didn't find anything. SI's "Bump flakes" sort of goes in that direction, but works for a special case only (car paint).

If I knew what exactly causes that effect I could maybe write a shader that does something similar, but haven't got a clue sofar. It's definetely more than what can be done by adjusting specular setting.

Redmotion, I'll model them posed but will consider putting them in a T-pose should I put them up there.
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 Post subject: Re: Random people (lowpoly)
PostPosted: 18 Jul 2010, 03:12 
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try to make 1 each day... "Ken"...
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 Post subject: Re: Random people (lowpoly)
PostPosted: 19 Jul 2010, 20:37 
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Each day "Ken" rocks :D


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 Post subject: Re: Random people (lowpoly)
PostPosted: 23 Jul 2010, 19:50 
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Thx Q^^

Decided to simulate the clothes instead of modeling, so... needs full bodies ^ ^

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 Post subject: Re: Random people (lowpoly)
PostPosted: 26 Jul 2010, 20:11 
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Syflex works quite well, although it takes a while to get it to behave :o) [-x
I used pinning only on the bottom point row of the shirt, where it is stuck in the pants.

Workflow here was to make a quick 2 bone rig for the arms. With the armes lifted then, extract the polygons from the body to create the shirt, modify (remove details, make wider), and then while the simulation plays live, lower the arms again.

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 Post subject: Re: Random people (lowpoly)
PostPosted: 30 Jul 2010, 21:57 
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left woman's body
open for critique of course :-ss
(note that the woman is not supposed to have a supermodel body)

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 Post subject: Re: Random people (lowpoly)
PostPosted: 07 Aug 2010, 16:12 
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Been working on this for a while, but going to pick up work on the models again.

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