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-   -   Art gallery [Large pictures warning!!] (https://www.subsim.com/radioroom/showthread.php?t=95061)

Dowly 11-19-09 06:09 PM

Quote:

Originally Posted by Raptor1 (Post 1206082)
Holy polygons! How much time did it take to render?

Roughly 20 minutes.

Raptor1 11-19-09 06:15 PM

Ah, not that bad, would have expected more with 6...million...polygons...

Dowly 11-19-09 06:43 PM

I toned the subd down for that render, so it was 'only' 2.5 million polys or so.

artao 11-19-09 06:46 PM

GOOD GORRAM CHRIST!!! 12 MILLION POLYS IN THE THE TRACKS ALONE?!?!?
and only 20 min to render? you must have a MONSTER machine ... mine whimpers thinking about it.
very nice work, btw. with that many polys, you could zoom right down in there and get some awesome detail shots.
stream of thought here .... are you still able to interact with models at this resolution on your machine? if so, fricken awesome!

Anyhow ..
another more recent image, again digital, intended print size of 24" but just on my machine right now.
Entitled: There Is No Enemy Anywhere
~~~~~~~~~~~~~~
http://www.facebook.com/home.php?ref...00000427940388http://www.facebook.com/home.php?ref...00000427940388http://img197.imageshack.us/img197/2...myanywhere.jpg

============================
also, just put several more up on my facebook photos if your interested at all ...... don't want to spam the board with my post.
http://www.facebook.com/home.php?ref...00000427940388
Not sure if you have to have a fb account to see this ... it should be public ...:hmmm:
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Dowly 11-19-09 06:56 PM

I believe modo's rendering engine has been optimised for the SubD. Like Vue for example, I think the most polys I've had in one scene was 3-4 billion, add to that wind effects on trees, lighting and shadows, yet it rendered it in less than an hour... animated scene was a different story. :haha:

Raptor1 11-19-09 07:01 PM

Quote:

Originally Posted by Dowly (Post 1206119)
3-4 billion

Eep

Dowly 11-20-09 08:41 AM

Quick (and hopefully the last) update on the tracks. I think I'm finished with them, with the exception actually having the spacing etc. correct. But that's going to happen when I have the hull done. Managed to cut the polycount to ~2.1 million per side, can squeeze 400k or so off by reducing the wheel count to 8 from 16 per side (need to see how it looks when the hull is ready).

http://i230.photobucket.com/albums/e...Materiaali.jpg

AVGWarhawk 11-20-09 08:55 AM

Quote:

Originally Posted by Dowly (Post 1206073)
The problem with that would be that I've gotten used to model using the Modo's subdivide mode (it's kind of an autosmooth thingy), so the amount of polygons would propably be abit too much for a game. The tracks in the state they are now (finished) have 91 000 polygons (blocky as hell), with SubD turned on the polycount jumps to ~1.7 million and 6+ million when rendered. And that's just one track, so ~12 million polygons (rendered) for just the tank's tracks. :haha:

We're gonna need a bigger computer.......:o

JJ 11-20-09 11:09 AM

Blimey! An art topic. Maybe I should scavenge my HD and post some stuff that I've done over the years and have your retinas fried :hmmm:

Or is this just for 3D stuff?

Dowly 11-20-09 11:24 AM

All art stuff is welcome. :salute:


Grrrauh!
http://i230.photobucket.com/albums/e...elat_Runko.jpg

AVGWarhawk 11-20-09 01:14 PM

Very nice! Just one question, what do you plan on doing with it once completed? Just a study in 3D creation perhaps?

Dowly 11-20-09 02:16 PM

Quote:

Originally Posted by AVGWarhawk (Post 1206517)
Very nice! Just one question, what do you plan on doing with it once completed? Just a study in 3D creation perhaps?

Dont know yet. Propably nothing. The only reason I started doing this was because I think it's easier to get used to modelling by doing a "complete" project instead of replicating stuff you see in tutorials.

Raptor1 11-21-09 10:26 AM

Quote:

Originally Posted by AVGWarhawk (Post 1206517)
Very nice! Just one question, what do you plan on doing with it once completed? Just a study in 3D creation perhaps?

I don't think it can be used for much with the amount of polys Dowly is speaking of.

Dowly 11-21-09 11:22 AM

Quote:

Originally Posted by Raptor1 (Post 1207044)
I don't think it can be used for much with the amount of polys Dowly is speaking of.

I've managed to tone down the polygons quite abit. Now the total of both tracks together is somewhere around 2.7 million in subd and without subd 600k or so. :yeah:

Letum 11-21-09 04:11 PM

Today I took a break from penguins and made a Wright Twin Cyclone 14 R-2600.

Still a WIP, but I'm not making it as an engine display.
No materials/textures yet.
http://www.b3tards.com/u/57a418c694b...3/wc_r1600.jpg

Good job with the Tiger Dowly.

artao 11-21-09 04:19 PM

@letum -- VERY nice .... wondering what techniques you used to assemble the bits .... barely needs any texturing I'd say, just a nice metallic surface ... poly count? :03:

Letum 11-21-09 04:49 PM

Cheers.
The only mildly complex bit was the heat sink fins on the top of the
piston heads. First I polly modeled the basic shape. It quickly became
apparent that it was going to be impossible to model such complex fins
so I used a displacement map instead. It still needs work; some of the
fins should be longer, some shorter.

The gearbox is a polly modeled sub-D. Tubes are all splines and the
lower part of the cylinders are lathed splines.

I could get away with chucking some metallic surfaces at it, but I need
the practice texturing and the result is always better. Besides, Textures
are fun.

It's all 21st century Airfix.

165,418 Pollys total so far, but the render engine adds a few more
when it calculates the displacement maps.

First textures underway:
http://www.b3tards.com/u/57a418c694bc7c6296b3/plate.jpg

If anyone is interested at taking a look I can box it all up as a .obj or Max9 scene.

XabbaRus 11-21-09 05:02 PM

Wow..

I have a lot to learn with MAX. Syaing tha I am chugging away with version 4.2

Fingers crossed work will get me Solidworks and a beast to run it on.

Anyway after I have finished making my kit Kilo, I'm going to use it to get some sizes and then make a new 3D one in MAX.

Dowly 11-23-09 01:05 PM

Getting to know the Modo's animation tools. :hmmm:
http://i230.photobucket.com/albums/e...eels_Plane.gif

artao 11-23-09 06:38 PM

like the creative use of disp-map .... i was thinking an object array with a scale-curve applied along the z axis ..... disp-map prolly results in fewer polys and cleaner workflow tho.
I use blender, haven't been in max in YEARS :O:

good stuff

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