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Perfect Night Fury head
Topic Started: 14 May 2014, 09:36 (4915 Views)
Zer0x
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[b]Banhammerdragon
[/b]

I finished the basic modeling and started to sculpt the details in Mudbox. At the moment the mesh has around 1, 500, 000 polygons.



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Fawnduu
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Gronckle

Zer0x
14 May 2014, 13:36
I finished the basic modeling and started to sculpt the details in Mudbox. At the moment the mesh has around 1, 500, 000 polygons.



wow thats quite heavy on the polys! i imagine you are gonna down the polycount for when you bring it into maya or whatever program you are using for textures.
It looks really nice! good work
Im Courtney, a Concept Artist/ Computer Animator! 8)









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Zer0x
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[b]Banhammerdragon
[/b]

Thanks!

Yeah, at the moment 1,5 milion is really much, but for animation and texturing I will use the lowest subdivision level which has "only" 30,000 polys. I will make the textures in Mudbox, too. And for animation I use ChronoSculpt. I think (I hope) that I can export the subdivision levels from Maya into ChronoScupt, otherwise I probably have to upgrade my graphics card OR I ask DreamWorks very very nicely if I could have PREMO. :D
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scribblefoxx
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Woah, this is so cool! :O Animation is so cool. I'd never have the patience or the skill to work on a model like this. :P
[center][img]http://i.imgur.com/Wy7QXhS.gif[/img][/center][c] [center] The past is another land, and we cannot go to visit. So, if I say there were [b]dragons[/b], and men who rode upon their backs, who alive has been there and can tell me that I'm wrong? [/center][c][center][img]http://i.imgur.com/jtHiNxQ.gif[/img][/center]
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Fawnduu
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Gronckle

Zer0x
16 May 2014, 14:32
Thanks!

Yeah, at the moment 1,5 milion is really much, but for animation and texturing I will use the lowest subdivision level which has "only" 30,000 polys. I will make the textures in Mudbox, too. And for animation I use ChronoSculpt. I think (I hope) that I can export the subdivision levels from Maya into ChronoScupt, otherwise I probably have to upgrade my graphics card OR I ask DreamWorks very very nicely if I could have PREMO. :D
Ill send a message to my prof im working with, shes a visual development at dreamworks. AHAH if only it were that easy though, if only polygons didnt effect rendering or kill the speed of the computer!
Im Courtney, a Concept Artist/ Computer Animator! 8)









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Zer0x
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[b]Banhammerdragon
[/b]

Even if my hard- and software can't handle this amount of polygons. I could simply bake normal maps from the high poly models and use them as displacement maps for the low poly model. That's probably what DW' modelling department did with Toothless.
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