High-Poly Model Competition (Anything) - Page 3

High-Poly Model Competition (Anything)

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

Moderators: MR.D, Moderators

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MR.D
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Joined: 06 Aug 2005, 13:15

Post by MR.D »

Holy shit!
Dude.. if you don't have a paying job doing professional animations and modeling I'm gonna cry..

Outstanding quality on the entire showcase.

I'm dying to see this thing walking.
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Strategia
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Post by Strategia »

http://img242.imageshack.us/img242/4282/darkstargq4.jpg

I'm really proud of this one. It's a sub-capital superheavy anti-fighter warship called the "Darkstar". (No, that isn't named after the upcoming game - I made this a year or so back.) Over 750k polys IIRC. :shock: edit: 177k polies. >_> Well, it's still the highest-poly model I ever made. ;)
Last edited by Strategia on 29 Jan 2007, 14:55, edited 1 time in total.
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Das Bruce
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Post by Das Bruce »

disciplus wrote:thk all.
I think it will be difficult to import this model directly. there are many details and a lot of texture on this peewee.
I'm not saying it'll work well, I'd just like to see how spring handles something this high level of detail.
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

2k tris. This was for SWS, but we fell ill with a bout of sanity and made something a little less poly heavy, and a little easier to texture.

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Snipawolf
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Post by Snipawolf »

Hahahah, nice peewee, for some reason it looked funny (lol funny, not weird funny)
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rattle
Damned Developer
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Post by rattle »

Warlord Zsinj wrote:2k tris. This was for SWS, but we fell ill with a bout of sanity and made something a little less poly heavy, and a little easier to texture.
You mean gnome doesn't want to UV it. Where's he anyway, haven't seen him on IRC for quite a while...
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TheRegisteredOne
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Joined: 10 Dec 2005, 21:39

Post by TheRegisteredOne »

gnome is long gone my friend... long gone...
kineticdeath
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Joined: 27 Jun 2006, 11:28

Post by kineticdeath »

i know this replies late, but i thought i'd share some of my limited modeling ability. For the moment i'm restricted to untextured unrendered gmax modeling, but this is what i turned out early last year. It has under 17k polys and slightly over 17800 verts.

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Last edited by kineticdeath on 26 Feb 2007, 10:13, edited 1 time in total.
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Optimus Prime
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Post by Optimus Prime »

looks cool. Fast and evil :)

Actually i m working on some kind of battlestar (I called it Hermes).
It will be very detailed even when zoomed. At the moment it has about 100k Polys, but i guess the final will have 200+.
Cause i work not very often on it i guess the final will be ready in a month or later.
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this shows some canons at the side of the front:
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rattle
Damned Developer
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Post by rattle »

1995 CGI :P

Dude learn how to UV map and use a low poly subdivision cage!
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AF
AI Developer
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Post by AF »

It looks like it has the same texture all over, and in doign so you end up hiding detail in the geometry.
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Optimus Prime
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Post by Optimus Prime »

hehe i KNOW that you would say that. But uv map a ship of this size so that if you zoom 2 meters to its hull, you will see a clear texture. You would need a month for that and a big space for high detailed textures. I dont speak of 1024*1024 but of a map 10 or 20 times bigger.
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rattle
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Post by rattle »

AF wrote:It looks like it has the same texture all over, and in doign so you end up hiding detail in the geometry.
It does have the same texture over and over again because of 3D Studio's material system.

Anyway you should be able to get decent results with several 2048 or 4096 maps.
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Optimus Prime
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Post by Optimus Prime »

no, i plan to make a small video where i zoom and move the camera. It must be very clear and think of a hull of some 100 m². You cant make it with uv map, only for some parts and details. I think even movies use materials for big skins and uv map only smaller areas or use the model only if zoomed far away.
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rattle
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Post by rattle »

Well then do that, it's a start at least and would improve it quite a lot. Right now it's 1995 (or 94). Go watch Babylon 5 and look at the poor (but realistic) CGI.

Also the metal texture you are using is not very convincing. I don't think that a starship hull would be made from randomly slapped together metal plates. But that's just personal taste...
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KDR_11k
Game Developer
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Post by KDR_11k »

Optimus Prime wrote:even movies use materials for big skins and uv map only smaller areas or use the model only if zoomed far away.
Nope, movies just use HUUUUUGE textures.
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AF
AI Developer
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Post by AF »

I think the more pattern visible in your base texture the more it detracts and obscures the detail of the gemoetry
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Peet
Malcontent
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Post by Peet »

Woo! Herpes space ship!
Dash_Riprock
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Post by Dash_Riprock »

Here's one I did a long time ago- space light carrier.
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Optimus Prime
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Post by Optimus Prime »

wow they look awesome! I hope mine will look that detailed when i m finished. How long did you worked on that?
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