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Old 26-09-2007, 09:51 AM   #166
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Originally Posted by LostSoul View Post
Well...you could try to assemble the scene in layers (as seperate files) to limit the impact of the more intensive elements on other parts of the scene (caustics and indirect illumination for example). That would give you a bit more freedom in your final scene composition. It would also reduce the total ram consumed by your very large and detailed texture maps.

Course...the trade off is that it would be a serious pain in the rear end to keep everything organized.
Thanks for comments. I know composits is an option. But i hope to make everything inside as 1 plate and perhaps the outside as an composite. If i can realize that its more real. Thank you

currently working on the model of the body. Trying to customize max hotkeys so that i can model much faster. Hope its gonna work. Greetings
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Old 02-10-2007, 01:06 PM   #167
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Hi All, i actually don't wanted to update just yet, but modeling the character takes up alot of time and i wanted to show that i am still working hard on the project. This is the beginning of the head. Im working on the model and i use myself a s a reference. So i also have a small square mirror next to my screen so i can also look at myself in reality to see how every curve should be. I have a very weird head. Its very curvy and their is not alot of form in their. I just wanne thank RockstarKate because she remembered me of my original idea and i didn't think i could pull that off, but im just going to try. Here is the work in progress on the face. Hope you are all still liking the project. Thanks all

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Old 02-10-2007, 01:23 PM   #168
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Also i want to say something aditional and that is, that why modeling character is so hard i think, is because you have to put alot of time in looking at all the different viewport sides and everything has to be in quads, so triad polygons are not good when modeling. Im using different tools such as the 3Dconexxion Spacenavigator which is a 3D joystick hardware that lets you fly through your scene with a great eas. This is very good when working in autographic modes. ( this are the viewports angles, besides perspective view ).

I never found this easy to do, but with the space navigator it makes it all much easier. Also with the eyes, i have to take a good look into the tearsockets of the eye and other forms. Hard to see is, to look forward and seeing you model texurized, cause even when your head is as close as it can be to you own reference model. It still can feel unnatural, so watch out to don't overdue everything in your own creative way is something i find hard. I know that there are alot of organic modelers that do a character model in a short amount of time, but i never really had the patience to create this kind of models. I also got my focuz on other elements much sooner, but what i did is, just model a part of the face, and the minut i start to feel i should stop. I actualy stop and go play a game, go to the supermarket or the city, listen to some music or whatever you like to do, and when your mind is fresh again, just go further with your character and this works for me.

Along story perhaps so i stop know, but i just wanted to tell you all how i feel about this part of my scene. See y'all soon
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Old 02-10-2007, 02:22 PM   #169
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It looks like a very good start. I know what you mean about character modeling. I feel I could make an entire city in the time it takes to make a human head! I'm doing the CGS challenge and I chose a scene with 2 nude females, maybe a mistake because I've been working on modeling one character for almost the whole time!
My advice to you is: try to keep it simple. It looks like you have a lot of faces in the nose and upper lip area that are probably unnecessary. I think you'll find it a lot easier if you try to simplify that area. When you have so many vertices, it takes a long time to change the shape of anything.
You might be able to get away with a tri or 2 and even maybe some 5-sided faces, as long as it smooths well. No reason to keep all quads if you aren't going to animate, unless it's messing up your smoothing.
You have a ton of good resources here too. It always helps me to look at someone else's mesh that is really good. Sometimes you will see things that make you say "AHA! so that's how it should be!"
Good Luck to you! I think you can do it, and it is always good to challenge yourself
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Old 02-10-2007, 02:31 PM   #170
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It looks like a very good start. I know what you mean about character modeling. I feel I could make an entire city in the time it takes to make a human head! I'm doing the CGS challenge and I chose a scene with 2 nude females, maybe a mistake because I've been working on modeling one character....
I know what you mean, im also folowing video lessons and to roughen up the head its all very simple. I made it more complex when i had my forms so i don't have to reposition everything. Im Going to put everything into zbrush, and thats also a reason why everything has to be in quads, because zbrush will ruin your maps if there are quads in there. Also if you want to rearange your character large parts, you can just use Soft selection of 3dsmax.Im also trying out the Script plugin Polyboost, which allows you to easely delete and add loops. I have about 8 shortkeys on my keyboard, for connecting, welding, adding and removing loops, ring slection etc. It all helps alot while modeling. So i keep it about as simple as i can use it. Thanks for your comment though. Always welcome in any way.

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Old 03-10-2007, 11:58 AM   #171
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Man, have you made any rendering tutorials? You've GOT to tell me what settings you have in Vray ^^
I've never seen renders with such rich details. My texture details allways die away with the anti-aliasing. The way i survive is to render my images in 1600x1200 and resize it to 800x600 so i can see some of my details. But man, your renders are insanely beautiful! How do you use HRDI map? And what HRDI map do you use?

Could i have it?
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Old 03-10-2007, 05:56 PM   #172
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Man, have you made any rendering tutorials? You've GOT to tell me what settings you have in Vray ^^
I've never seen renders with such rich details. ......
Thanks for comment, the renders are this rich in detail because my texture maps are enourmous most of the time .This helps with the detail i think. For lighting I just use different sorts of Vray lights and a HDRI Map. Just a regular HDRI Map. I do use some Vray settings offcourse but i hope i can explain more in the video making off. Keep watching, and i hope i can give enough information too everybody with questions.

Thanks for comments

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Old 03-10-2007, 08:13 PM   #173
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Allright, so here is the small update of the face., worked on the ear for a little while. Again using my own reference. You are amazed by how many different ears there are. Glad i just used my own to watch curves. Its cool that it worked out pretty well. Its not perfect, but i think you can tweak a lifetime on ears. Ill tweak some more tommorow i think, but it will be small adjustments. Also i wanne clean up the face a little bit. Try to delete poly's where not necesary and reposition some of the parts so it is kinda of symetrical, so its good for texture mapping and after that, im going to recreate the body. Here is the update.

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Old 04-10-2007, 12:02 AM   #174
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I think the ear is pitched back a little bit too much (say maybe 10 degrees or so). Other than that small detail, the actual form is pretty darn good. However, if I might make a suggestion, relax the recess just abit across the brow (that or tone back the brow itself, one of those two). It seems a bit too prominent.
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Old 04-10-2007, 07:00 AM   #175
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I also think you should move the ears cloer to the face, but on the ears; no tweaking needed
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Old 04-10-2007, 12:26 PM   #176
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I think the ear is pitched back a little bit too much (say maybe 10 degrees or so). Other than that small detail, the actual form is pretty darn good. However, if I might make a suggestion, relax the recess just abit across the brow (that or tone back the brow itself, one of those two). It seems a bit too prominent.
I Know what you mean, you should see my face. Its pretty weird.
Thanks for comments. But ill try to make it alle better looking.
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Old 04-10-2007, 12:30 PM   #177
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I also think you should move the ears cloer to the face, but on the ears; no tweaking needed
Yeah, that is the tweaking i needed. But in reality, the ears are abit off the head. If you would see it with hair, it should be different. I watched alot of people today, and looked more at the form of the ear. There are some freaky ears out there. Long wide, thick, thin, small, with alot of depth, flat. Its like a ear maze. But its good to take a look at the forms of human beeings. I never done this that much, but if your working on a model and watching things like that, your focuz is on that when talking to other people. Thanks for commentz everybody.

till the next update,
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Old 17-10-2007, 01:21 PM   #178
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Hi everybody, its been a while but i was rather busy and the human character takes alot of my time. Its hard to model the way you want it to be. It still alot of work that has to be done. I have to model the hands and after that make up the model in zbrush and unwrap it etc. I have been busy alot of time on the feet, as you can see the zbrush feet is alot better than what it is becuase in 3dsmax it uses the lowpoly mesh and with the zbrush displacement it will be alright, but thats not really important. I just wanted to show my face again and let you all know that i am still working on it.

here is the update

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Old 21-10-2007, 09:24 PM   #179
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Az allwayz, inzayne.....
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Old 23-10-2007, 03:46 PM   #180
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Well it's certainly going in the right direction, I think once you move the head into Zbrush things will change drastically and as always with you work will indeed become incredible, at the moment I consider your head to look amazing, the texture mapping is very good indeed and as said once the zbrush detailing is created is could quite easily look photoreal.

Keep going, you'll feel so good once you've accomplished this

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