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Welcome to the MarketPlace Showcase Forum. The Showcase Forum and Gallery are intended for all commercial related postings by active Renderosity MarketPlace Vendors only. This is a highlight area where our membership is invited to review in greater detail the various art products, software and resource site subscriptions available for purchase in the Renderosity MarketPlace.


 



Subject: Ultra-LOW resolution?!?!?


Valandar ( ) posted Tue, 20 January 2004 at 10:44 PM · edited Thu, 26 December 2024 at 1:52 AM

I'm currently working on a series of figures, probably to be packaged together as a single pack, of figures that are 2000 polygons or below. Why, you may ask? Simple. For scenes with extremely large crowds, or where the figures are very small in comparison to the rest of the image. For example, a battle scene with over a hundred Dorks would take a very long time to render, if you could do it at all, while a hundred Mike 3's... heheheh, well, forget it. But for every Mike 2, you could fit more than 100 of the "Ultralow Male" figures I'm working on. "But we already have a low-res male figure. It's the Poser Original male." Yes, but he just doesn't look right. His hands, especially, really stand out as odd, even at very far shots. In addition, he's STILL larger than my "Ultralow" figure - adding the OBJ and CR2, he's more than half again as much RAM. In addition to human figures (currently male, female, soldier, and peasant), I'm also adding in a very low resolution raptor, for scenes with entier packs of them, a very low res dragon (based on my own Dracos Titanicus), and a few other very low resolution figures. Each uses only one texture map, usually with a miniscule 512 x 512 resolution, and all are 100% original - no converted game material. I have about 15-20 of these, all of which can fit in a single ZIP file of perhaps 12-15 MB. Now, the big question... Is anyone interested? Bueller? Anyone?

Remember, kids! Napalm is Nature's Toothpaste!


Ghostofmacbeth ( ) posted Tue, 20 January 2004 at 11:53 PM

I would probably be interested in something like that.



ariaans ( ) posted Wed, 21 January 2004 at 3:26 AM

Can we see some renders perhaps??


hauksdottir ( ) posted Wed, 21 January 2004 at 8:39 AM

Uniformity works best for modern eras. A hundred marines or neapoleanic soldiers look pretty much alike at a distance, whereas a hundred orcs or vikings would not. In eras where people made their own clothes and weapons, there was no consistency. Standing armies, where the men must train to stay in shape and are recruited to standard sizes, also have much more similar body type. Something to think about. Carolly


ablc ( ) posted Wed, 21 January 2004 at 1:33 PM

yep could be interesting ! it could be used in background when we need crowd Lc


Valandar ( ) posted Wed, 21 January 2004 at 6:14 PM

Well, here's a couple renders. The scene on the left breaks down as follows: Horse: About 450 polygons Rider: About 660 polygons Props: About 400 polygons. The total is around 1500 polygons. For comparison, the Dork's right hand alone is 1440 polygons, and the "Unimesh" hand is nearly 10 times that.

Remember, kids! Napalm is Nature's Toothpaste!


Valandar ( ) posted Wed, 21 January 2004 at 6:26 PM

file_94366.jpg

^_^

Remember, kids! Napalm is Nature's Toothpaste!


FishNose ( ) posted Thu, 22 January 2004 at 3:50 AM

Nice! I'd like to see just a couple of extra polygons in the horses tail though - to get it a little bit rounder in the bend. Apart from that - remarkable. :] Fish


_Audrey ( ) posted Thu, 22 January 2004 at 2:44 PM

Dodger notes that for scenes with hundreds of people he would usually go with 1-poly figures -- render 20-some figures at a few angles each under the same lighting as the result scene, apply them as textures to planes with the alpha channel as a transmap and ambient set to white to avoid further shadowing.


Valandar ( ) posted Thu, 22 January 2004 at 4:02 PM

I should note here tht n EXTREMELY low polygon figure should NOT take norml textures. Mny of the detils simply aren't there, nd have to be in the texture, such s 90% of the facial details. Tht face is less than sixty polygons or so, and would look horrible with a normal (no shaping) texture...

Remember, kids! Napalm is Nature's Toothpaste!


Valandar ( ) posted Tue, 27 January 2004 at 3:10 PM

Ah, I was lumping bump and displacement maps into "textures". However, I will see what I can do... they won't match perfectly, but I can but try...

Remember, kids! Napalm is Nature's Toothpaste!


ynsaen ( ) posted Wed, 28 January 2004 at 2:24 AM

I'm most definitely interested in these! I'm particularly interested in the following types of "real world" characters, in addition to the ideal fantasy "critters and knights": casually dressed family business dressed man and woman If the clothing part of the mesh or separate? If it's separate, holy cow, you gots a good thing there, sir!

thou and I, my friend, can, in the most flunkey world, make, each of us, one non-flunkey, one hero, if we like: that will be two heroes to begin with. (Carlyle)


hauksdottir ( ) posted Wed, 28 January 2004 at 6:21 AM

Attached Link: http://www.philc.net/catalog_lowPolygon.htm

Your polygon count is less than Phil's. He has done nudes with different heads and hairs, and a line of clothing is in the works. It would be best if you guys didn't overlap efforts. (((Please))) There are lots of genres: western, oriental, scifi, fantasy, historic, gothic... maybe you could divvy them up? Or be stylistically different? Carolly


Valandar ( ) posted Wed, 28 January 2004 at 5:32 PM

Hrms... Okay, then, I guess I'll change directions... How about sci-fi types... as well as the "Raptor", "Horse", "Dragon", and maybe a few other critters?

Remember, kids! Napalm is Nature's Toothpaste!


Valandar ( ) posted Wed, 28 January 2004 at 6:18 PM

Well, like I said, I could fit 15-20 within a moderately reasonable download... like, 10-15 meg zipped... so maybe a few fantasy, a few smei-modern, a few sci-fi, and the critters...

Remember, kids! Napalm is Nature's Toothpaste!


Valandar ( ) posted Wed, 28 January 2004 at 9:45 PM

Actually, the hand is slightly jointed, giving it some actual flexebility... though the fingers are fused, and only have two joints, plus two joints in each thumb...

Remember, kids! Napalm is Nature's Toothpaste!


Valandar ( ) posted Tue, 17 February 2004 at 5:06 PM

Sorry, I have very intermittant Internet access... Currently, I've been trying to get them to take EITHER M1/2 textures OR Unimesh textures... and failing. They're just too low-res, and really do not fit them at all - seams galore, as well as distortions, etc. Sorry.

Remember, kids! Napalm is Nature's Toothpaste!


Valandar ( ) posted Fri, 27 February 2004 at 10:27 AM

Heheh, well, working on stuff for this, still. It still is rather wonky when trying to take Unimesh maps. I have the face 70% matching now, but the body is still nearly impossible to do...

Remember, kids! Napalm is Nature's Toothpaste!


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