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Subject: Works in progress from XFX-3d


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Little_Dragon ( ) posted Thu, 10 March 2005 at 5:36 PM

Very nice job, insomniaworks. Thanks for sharing.

Since you have both apps, could you give me some idea of how smoothly this latest build of UVMapper Pro performs by comparison?

Ultimate Unwrap tends to becomes sluggish on my system as the mesh density goes up past 25000 polys or so. And its 3D display seems to slow down considerably when I switch from wireframe to the shaded modes.



XFX3d ( ) posted Fri, 11 March 2005 at 11:06 AM · edited Fri, 11 March 2005 at 11:07 AM

file_190545.jpg

One of our developers requests that we post the following message regarding the pictured giant riding bird thing:

"Chicken! No! Ahhh! Yes! Yeeep! CHICKEN!"

He's also, for the record, rolling around on the floor spasming, and near him is a largish book with an odd bumpy leather binding with the one word, 'CHICKONOMICON' printed in silver and madness.

We're uncertain what this means or what he may have unleashed, and if the world is destroyed as a result we would like to express our sincere regret for such a mishap.

Message edited on: 03/11/2005 11:07

I'm the asshole. You wanna be a shit? You gotta go through ME.


Caly ( ) posted Fri, 11 March 2005 at 12:07 PM

Ooo please it needs some feather add ons... and BBQ sauce... and I'm sure someone can do a texture map to make the sauce look like tar...

Calypso Dreams... My Art- http://www.calypso-dreams.com

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XFX3d ( ) posted Sat, 12 March 2005 at 1:54 AM

Chickenagain...? chickenthingpre03.jpg

I'm the asshole. You wanna be a shit? You gotta go through ME.


Poisen ( ) posted Thu, 24 March 2005 at 8:19 AM · edited Thu, 24 March 2005 at 8:22 AM

if your going to use a mesh that dense, you should detail the hell out of them. whats that dragons poly count if i may be so bold?
im guessing in the 70k plus range?
the head and hand in the uvmapper pic look almost black the polys are so dense, if your going to hassle with mapping that many you should at least use them for topology detail.
if not they are just weight..and when you make morphs that weight will add up fast..just my 2 cents.

J.B.

edit "a small challenge if your interested....i will model that sucker with half the polys and twice the detail if you will rig it, whatddaya say? :)" Message edited on: 03/24/2005 08:22


XFX3d ( ) posted Sun, 27 March 2005 at 1:30 PM

Poisen wrote:
a small challenge if your interested....i will model that sucker with half the polys and twice the detail if you will rig it, whatddaya say? No. Offence not intended, but we were not asking for critiques, we were showcasing upcoming products. Thanks.

I'm the asshole. You wanna be a shit? You gotta go through ME.


Poisen ( ) posted Sun, 27 March 2005 at 2:37 PM

no offence taken XFX-3D, and certainly none meant! the models and design's are great! i was only looking at the UV wires, and thinking about morphs, that is also an unwrap so its prob making the mesh look more dense than it really is. "and im working really hard on optimized models right now, im prob obsessed, ;)-~"` J.B.


XFX3d ( ) posted Mon, 28 March 2005 at 11:27 AM

No worries. It's not actually horribly all that dense, but it needs enough polys for some complex morphs, as we want it to be mimic compliant. I (the XFX rep of the moment) don't have a copy on the laptop and I'm out at a coffeeshop, or I'd actually do a count for you. We've found that not having enough polys in a head area is much worse than having a few too many, as we do most of our facial morphs in zbrush, which has a tendency to make jaggedy results from too low of a poly count, at least when defining precise material. We also want the head to be able to take on at least a few different draconid shapes other then the default.

I'm the asshole. You wanna be a shit? You gotta go through ME.


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