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Bryce F.A.Q (Last Updated: 2024 Nov 26 10:16 am)

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THE PLACE FOR ALL THINGS BRYCE - GOT A PROBLEM? YOU'VE COME TO THE RIGHT PLACE


Subject: There is no shame ! :P


Kemal ( ) posted Wed, 02 March 2005 at 12:02 AM · edited Tue, 26 November 2024 at 11:25 AM

file_193797.jpg

This is a pilot I created for my toon plane model, but since I still do not know how to rig character, I never used it, just wanted to share this render, hope U like (jacket and pants are not finished yet) :D

And here is my entry for a challenge :D

GalleryThumb895724.jpg

Cheers :D


foleypro ( ) posted Wed, 02 March 2005 at 12:06 AM

Excellent job....


Quest ( ) posted Wed, 02 March 2005 at 12:07 AM

Hey, that's great!


draculaz ( ) posted Wed, 02 March 2005 at 1:54 AM

indeed. what did you use to render it? :)


Kemal ( ) posted Wed, 02 March 2005 at 2:22 AM · edited Wed, 02 March 2005 at 2:22 AM

Thanks !!! :D Bryce, 300 lights, half dome light-rig, took 20-25 minutes, not bad for that render time, but 500 would be perfect, I think ! :D

Message edited on: 03/02/2005 02:22


Erlik ( ) posted Wed, 02 March 2005 at 4:22 AM

The head is a bit flat, but it still looks great. Split the mesh into meaningful parts (check a Poser figure for that) and rigging should be much easier.

-- erlik


Kemal ( ) posted Wed, 02 March 2005 at 4:41 AM

file_193798.jpg

Added some stuff, another test render (no textures applied)...

Hey, Erlic, I actually kind of know what to do in Poser (in theory) but I tried long time ago to rig something much more simple, and it sucked, and the whole procedure was painstaking, looking forward to rigging system in SILO which is gonna be very intuitive and coming farely soon, so I'll wait ! :D


draculaz ( ) posted Wed, 02 March 2005 at 6:11 AM

aack, i mean what did you use to model it? and if you say wings3d, i'm gonna erect a shrine to your awesomeness in my living room. drac


Kemal ( ) posted Wed, 02 March 2005 at 12:22 PM

file_193800.jpg

Lol, start right now, cuz Silo and Wings are similar programs, Silo only has nicer interface (to me) and topology brush (which I did not use so far, lol).

What I like about Silo is that can handle 200000 poly objects like a breeze, it does not chokes up like wings used to (dunno how it is now), when I worked with it, hehe :P

Seriously, topology of his head sucks a bit, cuz, this model is my second "human" like thing, so I do not care, and he has no body (i deleted it, they were unneccesary polys), created general shepe the other day, finished it yesterday, he needs some detailing on his boots, maybe, and good textures...:D

Note: female head was done strictly using tutorial (couple of days of tweaking), but body was not (hence unusual topology, and few hours of modeling)...:D


Erlik ( ) posted Wed, 02 March 2005 at 12:23 PM

Attached Link: http://www.renderosity.com/messages.ez?ForumID=12400&Form.ShowMessage=2122176

Check the link, Kemal. It's a post in Cinema forum, about the topology of a character and stuff you have to take into account when modelling a figure for rigging.

-- erlik


draculaz ( ) posted Wed, 02 March 2005 at 12:25 PM

after 50k polys wings still chokes. and wtf is topology??? drac (silo rocks, i don't have the money for it or the willingness to learn it though)


lordstormdragon ( ) posted Wed, 02 March 2005 at 12:42 PM

Are you folks being serious? I can't imagine making a character model in Rhino that's UNDER 500,000 polys! The recent fortress I was working on was only 200K polys, and that was after some serious workflow optimizing... My question is, how do you ever get anything done in Wings?


draculaz ( ) posted Wed, 02 March 2005 at 12:45 PM

my biggest work - the alucard sunslayer - had something like 190k faces. and I had to cut it in half and import it separately into Bryce. Wings wouldn't export it as one file, it was just way past its specs. LSD, import and count the polys in rhino. she's in my freebies. drac


Kemal ( ) posted Wed, 02 March 2005 at 12:48 PM

file_193802.jpg

Topology is the term which describes flow of polygons.

There is also term called ISO lines, those are actually lines (edges) of low-poly cage "projected" on sub-divided mesh.

On the example above, see how polygons "flow" nicely around eye socket, lips, etc, that is a good topology (very important for face expressions, pozing and animation, or at least, that is what everybody is saying, lol)! :D

One other thing, they all are reccomending (the big heads, lol) that 4 sided polys should dominate every model...go figure, hehe :D


draculaz ( ) posted Wed, 02 March 2005 at 12:50 PM

i get it... topology is basically what i can't do for the life of me. i've never been able to do organic modelling :) thanks for that


Kemal ( ) posted Wed, 02 March 2005 at 1:05 PM

Lol @ LSD, Rhino was never ment to work with characters, doable, but extrimely tedious work (lotsa patching and blending), resulting mesh never has a nice topology and localized details, as needed, just to put smile or frown on the face requires hours and hours of hard work :( On the other hand, sub-divided surfaces simply do that in the breeze, ultimate tool is actually not one of them, one who usses sub-d and nurbs, depending on task required, can create almost anything. Rhino strenghts are in tehnical, arhitectual and mechanical models, it is a ultimate nurbs modeler (i think array function in Rhino itself is worth 100$, lol)... Using Nurbs and sub-d surfaces together is THE BEST possible approach to modeling, period ! :D My 2 cents on Nurbs versus Sub-d, hehe :D


TheBryster ( ) posted Wed, 02 March 2005 at 3:32 PM
Forum Moderator

RE #7 That's BIGGLES! Anyone remember Biggles? He used to fly WW1 biplanes and stuff. wizzard-bang fellow, old chap, dontyaknow!

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