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Re:MassiveFPS.com Mascot (1 viewing) (1) Guest
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TOPIC: Re:MassiveFPS.com Mascot
#1771
Taiko! (Admin)
Can you break this wood?
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Gender: Male MassiveFPS! Location: Abilene, TX Birthdate: 1982-04-29
Re:MassiveFPS.com Mascot 1 Year ago Karma: 16  
I like it.

Also, for any of the site pictures just remember to keep the theme "red white and black", you can use any color more than others, or only one color, but try and stay within that theme. Your finished products always look way better than your WIPs so it's hard to say no or yes to anything. I'll probably buy a 12 and head over your way sometime and we'll see what we can do.
 
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#1803
Uriel (Moderator)
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Gender: Male FabolousASA Location: Michigan Birthdate: 1982-03-11
Re:MassiveFPS.com Mascot 1 Year ago Karma: 2  
This is why I enjoy Maya and Zbrush. Heres a monster, I created that took 2 days.

Note:My PC does not have a work station GFX card. So I was only able to render at 65% of real quality. Any higher and Maya would Crash.

Polygons:500k
Front Side

Back Side
 
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Last Edit: 2007/12/27 11:59 By Uriel.
 
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#1811
Taiko! (Admin)
Can you break this wood?
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Gender: Male MassiveFPS! Location: Abilene, TX Birthdate: 1982-04-29
Re:MassiveFPS.com Mascot 1 Year ago Karma: 16  
Nice! That dude needs to lay of those twinkies though!
 
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#1812
Uriel (Moderator)
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Gender: Male FabolousASA Location: Michigan Birthdate: 1982-03-11
Re:MassiveFPS.com Mascot 1 Year ago Karma: 2  
I got a better quality Right here... But now the textures don't wanna work out correctly.

Any way it's a much better image.

Front Side V2
 
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#1837
Nathlas (User)
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Re:MassiveFPS.com Mascot 1 Year ago Karma: 1  
I am running a higher res render now in Daz, 20 minutes in and 15 percent done for the school girl. I retextured the base Akio3 model to look like she's some gotten a tan/ recolored hair, outfit, etc to fit your black white and red scheme / I made her a body a little less chubby, (arms are a little too thin atm though, and the neck is still a lil long), added some matte style bump mapping, refraction, and reflection maps to the clothing to reduce light reflection on them/ and added some custom lights to draw out some of the details better. Long story short it's getting near final and once it's done I need any last minute changes you might want.

Nice base there Uriel, is that your own creation? If so if Maya will save objects as a .obj or a Poser exporter I would like to take a look at it in Carara (it has the best render engine I have used yet)
 
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#1838
Nathlas (User)
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Re:MassiveFPS.com Mascot 1 Year ago Karma: 1  
oh forgot to add 500k polys is a bit high, try reducing it down to no more than 80k and use texturing, deformers, bump mapping etc to fake the effects of being more detailed, especially if you plan on animating it. If it is just for a still image I'll milk it a entire scene to a max of 400k polys, or I start runing into Mem allocation errors when rendering, (trans mapping and lighting don't mix well in Carrara and almost kills Daz if I forget to have the hair not to cast shadow maps)My graphics card can handle 3-4 billion polys at once, but starts getting laggy around 1.75 - 2.5 billion when I start moving things around. I need to get a station card myself, I am just waiting to see where Vista is going before I start sinking some money into more hardware.
 
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