psychoart@Posted: Sun Oct 08, 2006 10:19 am :
low poly head 4200 polys :P


http://img218.imageshack.us/img218/8753/wirenx5.jpg

http://img218.imageshack.us/img218/9838/meshqe6.jpg

http://img218.imageshack.us/img218/8296/shadnatosr9.jpg

http://img225.imageshack.us/img225/1764/allxp5.jpg

http://img154.imageshack.us/img154/9758/renedersgu0.jpg



6th Venom@Posted: Sun Oct 08, 2006 10:33 am :
Wow! (8400 tris???)



psychoart@Posted: Sun Oct 08, 2006 11:47 am :
4200 tris ;) when i say polygons i mean tris :)



6th Venom@Posted: Sun Oct 08, 2006 1:15 pm :
I made experiences with highpoly heads into d3, selfshadows experiences.
And i'm pretty sure yours will render great with selfshadows, did you already export him to D3?



BJA@Posted: Sun Oct 08, 2006 1:17 pm :
Awesome model! I really like the skin shader (or is it a texture ?) but that fold between the lower lip and the chin looks a bit strange to me. Can't wait to see the rest of the model.



Regulator@Posted: Sun Oct 08, 2006 1:43 pm :
Looks very nice. :shock: Reminds me of that old guy in HL2 Lost Coast.



jcdenton22@Posted: Sun Oct 08, 2006 2:38 pm :
Looks pretty awesome!!!!

Although, I think the neck part is little too flat for an old guy. The neck's got to have some wrinkles. Some bumpmapping would do.



psychoart@Posted: Sun Oct 08, 2006 3:14 pm :
thansk boys :) yes i know fo a some corrections ...

to see model selfshdow in doom 3 ask Oneofthe8devilz the model is made for him ;) ....



der_ton@Posted: Mon Oct 09, 2006 10:17 am :
That's a great model! Do you have threads of your projects on cgtalk, or do you have a website with your earlier projects? This surely wasn't your first one... :)



Oneofthe8devilz@Posted: Mon Oct 09, 2006 3:04 pm :
I'm having trouble to upload to google-video but will post the link as soon as it gets available....

The reason I asked him to increase the polycount was becasue I wanted to test how upping the polycount would improve the way selfshadows look in Doom³.

Next generation models have a polycount at about 10K, so I think this was a good count to work with.....

google-video-link: http://video.google.com/videoplay?docid ... 6414&hl=en

Image



Enforcer@Posted: Mon Oct 09, 2006 6:16 pm :
looks great nice job keep up the good work



ratty redemption@Posted: Mon Oct 09, 2006 9:00 pm :
excellent work again psychoart although I do agree his neck could do with more skin folds or something to make it look older :)

if you don`t mind me asking, how long does it take you on average to work on a model like this from scratch?



Enforcer@Posted: Mon Oct 09, 2006 11:23 pm :
Maya?



BNA!@Posted: Tue Oct 10, 2006 6:14 am :
That's excellent work I'd like to say!



psychoart@Posted: Tue Oct 10, 2006 10:19 am :
loooll very thansk boys :):oops:


ths soft is 3ds max and zbrush , and for some corrections on the neck and face i know ;) but this is only a test , a speed modeling ;) next model will be good ;)



kat@Posted: Tue Oct 10, 2006 11:28 am :
Oneofthe8devilz wrote:
...Next generation models have a polycount at about 10K, so I think this was a good count to work with...
True but the D3 engine is an exception to most other nextGen titles in that it uses only one method to light the world; other games use two or three different techniques to do the lighting (vertex lighting, Bloom, HDRI etc..), that means they can increase polycount and still get reasonable FPS.

Increasing polycount isn't really the issue as the engine can handle huge amounts, however you run a greater risk of FPS performance hits because of the way the lighting works.

It's pretty 'moot' actually that you'll get better shadows with higher polycount :wink:

@ psychoart : please try and keep your image 640 width, it just makes seeing the whole thin much easier (you can link out to much larger res images where necessary.

Having said that, damn nice work you have there. :wink:



BNA!@Posted: Tue Oct 10, 2006 2:31 pm :
kat wrote:
Increasing polycount isn't really the issue as the engine can handle huge amounts, however you run a greater risk of FPS performance hits because of the way the lighting works.


I think you got him wrong - my guess it's about self shadowing and the issues involved, especially shadow popping and the small one pixel shadows flickering like it's snowing.



kat@Posted: Tue Oct 10, 2006 2:52 pm :
You may get rid of issues related to shadows but you've done it in a way that's not especially FPS friendly in this engine.



dirk@Posted: Sun Oct 15, 2006 9:54 am :
i think he is right, next gen computing will handle on the displaying side a very high detailed scene, bu tim not sure if there are the z buffer shadows the best way to do the shadowing. maybe you get with shadowmaping (btw.shadowmap are not like static lightmaps ;) but it works close to, but refresh every frame or how often you want ;).) a better result with a better performance. is it possible to use shadowmaps in doom3? ihave nothing read about this. shadowmaps are often the better solution for displaying realistic looking shadows and you get an shadow back just from a single faces (3verst), tahts not bad. but im not a coder, just a artist, but im intressed in the logical ways behind.

i like this head, is still a to high res mesh but if you dont want to display much of these characters at the same time, it should no be a problem.

btw.(polyg means much edges ;) ) so 4200 is very relativ, not in your case i can see your wire, but it can also means 1000000000000000000 of tris. important is the vertex count!


btw, im very interested in your good models ;)



psychoart@Posted: Sun Oct 08, 2006 11:19 am :
low poly head 4200 polys :P


http://img218.imageshack.us/img218/8753/wirenx5.jpg

http://img218.imageshack.us/img218/9838/meshqe6.jpg

http://img218.imageshack.us/img218/8296/shadnatosr9.jpg

http://img225.imageshack.us/img225/1764/allxp5.jpg

http://img154.imageshack.us/img154/9758/renedersgu0.jpg



6th Venom@Posted: Sun Oct 08, 2006 11:33 am :
Wow! (8400 tris???)



psychoart@Posted: Sun Oct 08, 2006 12:47 pm :
4200 tris ;) when i say polygons i mean tris :)



6th Venom@Posted: Sun Oct 08, 2006 2:15 pm :
I made experiences with highpoly heads into d3, selfshadows experiences.
And i'm pretty sure yours will render great with selfshadows, did you already export him to D3?



BJA@Posted: Sun Oct 08, 2006 2:17 pm :
Awesome model! I really like the skin shader (or is it a texture ?) but that fold between the lower lip and the chin looks a bit strange to me. Can't wait to see the rest of the model.



Regulator@Posted: Sun Oct 08, 2006 2:43 pm :
Looks very nice. :shock: Reminds me of that old guy in HL2 Lost Coast.



jcdenton22@Posted: Sun Oct 08, 2006 3:38 pm :
Looks pretty awesome!!!!

Although, I think the neck part is little too flat for an old guy. The neck's got to have some wrinkles. Some bumpmapping would do.



psychoart@Posted: Sun Oct 08, 2006 4:14 pm :
thansk boys :) yes i know fo a some corrections ...

to see model selfshdow in doom 3 ask Oneofthe8devilz the model is made for him ;) ....



der_ton@Posted: Mon Oct 09, 2006 11:17 am :
That's a great model! Do you have threads of your projects on cgtalk, or do you have a website with your earlier projects? This surely wasn't your first one... :)



Oneofthe8devilz@Posted: Mon Oct 09, 2006 4:04 pm :
I'm having trouble to upload to google-video but will post the link as soon as it gets available....

The reason I asked him to increase the polycount was becasue I wanted to test how upping the polycount would improve the way selfshadows look in Doom³.

Next generation models have a polycount at about 10K, so I think this was a good count to work with.....

google-video-link: http://video.google.com/videoplay?docid ... 6414&hl=en

Image



Enforcer@Posted: Mon Oct 09, 2006 7:16 pm :
looks great nice job keep up the good work



ratty redemption@Posted: Mon Oct 09, 2006 10:00 pm :
excellent work again psychoart although I do agree his neck could do with more skin folds or something to make it look older :)

if you don`t mind me asking, how long does it take you on average to work on a model like this from scratch?



Enforcer@Posted: Tue Oct 10, 2006 12:23 am :
Maya?



BNA!@Posted: Tue Oct 10, 2006 7:14 am :
That's excellent work I'd like to say!



psychoart@Posted: Tue Oct 10, 2006 11:19 am :
loooll very thansk boys :):oops:


ths soft is 3ds max and zbrush , and for some corrections on the neck and face i know ;) but this is only a test , a speed modeling ;) next model will be good ;)



kat@Posted: Tue Oct 10, 2006 12:28 pm :
Oneofthe8devilz wrote:
...Next generation models have a polycount at about 10K, so I think this was a good count to work with...
True but the D3 engine is an exception to most other nextGen titles in that it uses only one method to light the world; other games use two or three different techniques to do the lighting (vertex lighting, Bloom, HDRI etc..), that means they can increase polycount and still get reasonable FPS.

Increasing polycount isn't really the issue as the engine can handle huge amounts, however you run a greater risk of FPS performance hits because of the way the lighting works.

It's pretty 'moot' actually that you'll get better shadows with higher polycount :wink:

@ psychoart : please try and keep your image 640 width, it just makes seeing the whole thin much easier (you can link out to much larger res images where necessary.

Having said that, damn nice work you have there. :wink:



BNA!@Posted: Tue Oct 10, 2006 3:31 pm :
kat wrote:
Increasing polycount isn't really the issue as the engine can handle huge amounts, however you run a greater risk of FPS performance hits because of the way the lighting works.


I think you got him wrong - my guess it's about self shadowing and the issues involved, especially shadow popping and the small one pixel shadows flickering like it's snowing.



kat@Posted: Tue Oct 10, 2006 3:52 pm :
You may get rid of issues related to shadows but you've done it in a way that's not especially FPS friendly in this engine.



dirk@Posted: Sun Oct 15, 2006 10:54 am :
i think he is right, next gen computing will handle on the displaying side a very high detailed scene, bu tim not sure if there are the z buffer shadows the best way to do the shadowing. maybe you get with shadowmaping (btw.shadowmap are not like static lightmaps ;) but it works close to, but refresh every frame or how often you want ;).) a better result with a better performance. is it possible to use shadowmaps in doom3? ihave nothing read about this. shadowmaps are often the better solution for displaying realistic looking shadows and you get an shadow back just from a single faces (3verst), tahts not bad. but im not a coder, just a artist, but im intressed in the logical ways behind.

i like this head, is still a to high res mesh but if you dont want to display much of these characters at the same time, it should no be a problem.

btw.(polyg means much edges ;) ) so 4200 is very relativ, not in your case i can see your wire, but it can also means 1000000000000000000 of tris. important is the vertex count!


btw, im very interested in your good models ;)



psychoart@Posted: Sun Oct 08, 2006 11:19 am :
low poly head 4200 polys :P


http://img218.imageshack.us/img218/8753/wirenx5.jpg

http://img218.imageshack.us/img218/9838/meshqe6.jpg

http://img218.imageshack.us/img218/8296/shadnatosr9.jpg

http://img225.imageshack.us/img225/1764/allxp5.jpg

http://img154.imageshack.us/img154/9758/renedersgu0.jpg



6th Venom@Posted: Sun Oct 08, 2006 11:33 am :
Wow! (8400 tris???)



psychoart@Posted: Sun Oct 08, 2006 12:47 pm :
4200 tris ;) when i say polygons i mean tris :)



6th Venom@Posted: Sun Oct 08, 2006 2:15 pm :
I made experiences with highpoly heads into d3, selfshadows experiences.
And i'm pretty sure yours will render great with selfshadows, did you already export him to D3?



BJA@Posted: Sun Oct 08, 2006 2:17 pm :
Awesome model! I really like the skin shader (or is it a texture ?) but that fold between the lower lip and the chin looks a bit strange to me. Can't wait to see the rest of the model.



Regulator@Posted: Sun Oct 08, 2006 2:43 pm :
Looks very nice. :shock: Reminds me of that old guy in HL2 Lost Coast.



jcdenton22@Posted: Sun Oct 08, 2006 3:38 pm :
Looks pretty awesome!!!!

Although, I think the neck part is little too flat for an old guy. The neck's got to have some wrinkles. Some bumpmapping would do.



psychoart@Posted: Sun Oct 08, 2006 4:14 pm :
thansk boys :) yes i know fo a some corrections ...

to see model selfshdow in doom 3 ask Oneofthe8devilz the model is made for him ;) ....



der_ton@Posted: Mon Oct 09, 2006 11:17 am :
That's a great model! Do you have threads of your projects on cgtalk, or do you have a website with your earlier projects? This surely wasn't your first one... :)



Oneofthe8devilz@Posted: Mon Oct 09, 2006 4:04 pm :
I'm having trouble to upload to google-video but will post the link as soon as it gets available....

The reason I asked him to increase the polycount was becasue I wanted to test how upping the polycount would improve the way selfshadows look in Doom³.

Next generation models have a polycount at about 10K, so I think this was a good count to work with.....

google-video-link: http://video.google.com/videoplay?docid ... 6414&hl=en

Image



Enforcer@Posted: Mon Oct 09, 2006 7:16 pm :
looks great nice job keep up the good work



ratty redemption@Posted: Mon Oct 09, 2006 10:00 pm :
excellent work again psychoart although I do agree his neck could do with more skin folds or something to make it look older :)

if you don`t mind me asking, how long does it take you on average to work on a model like this from scratch?



Enforcer@Posted: Tue Oct 10, 2006 12:23 am :
Maya?



BNA!@Posted: Tue Oct 10, 2006 7:14 am :
That's excellent work I'd like to say!



psychoart@Posted: Tue Oct 10, 2006 11:19 am :
loooll very thansk boys :):oops:


ths soft is 3ds max and zbrush , and for some corrections on the neck and face i know ;) but this is only a test , a speed modeling ;) next model will be good ;)



kat@Posted: Tue Oct 10, 2006 12:28 pm :
Oneofthe8devilz wrote:
...Next generation models have a polycount at about 10K, so I think this was a good count to work with...
True but the D3 engine is an exception to most other nextGen titles in that it uses only one method to light the world; other games use two or three different techniques to do the lighting (vertex lighting, Bloom, HDRI etc..), that means they can increase polycount and still get reasonable FPS.

Increasing polycount isn't really the issue as the engine can handle huge amounts, however you run a greater risk of FPS performance hits because of the way the lighting works.

It's pretty 'moot' actually that you'll get better shadows with higher polycount :wink:

@ psychoart : please try and keep your image 640 width, it just makes seeing the whole thin much easier (you can link out to much larger res images where necessary.

Having said that, damn nice work you have there. :wink:



BNA!@Posted: Tue Oct 10, 2006 3:31 pm :
kat wrote:
Increasing polycount isn't really the issue as the engine can handle huge amounts, however you run a greater risk of FPS performance hits because of the way the lighting works.


I think you got him wrong - my guess it's about self shadowing and the issues involved, especially shadow popping and the small one pixel shadows flickering like it's snowing.



kat@Posted: Tue Oct 10, 2006 3:52 pm :
You may get rid of issues related to shadows but you've done it in a way that's not especially FPS friendly in this engine.



dirk@Posted: Sun Oct 15, 2006 10:54 am :
i think he is right, next gen computing will handle on the displaying side a very high detailed scene, bu tim not sure if there are the z buffer shadows the best way to do the shadowing. maybe you get with shadowmaping (btw.shadowmap are not like static lightmaps ;) but it works close to, but refresh every frame or how often you want ;).) a better result with a better performance. is it possible to use shadowmaps in doom3? ihave nothing read about this. shadowmaps are often the better solution for displaying realistic looking shadows and you get an shadow back just from a single faces (3verst), tahts not bad. but im not a coder, just a artist, but im intressed in the logical ways behind.

i like this head, is still a to high res mesh but if you dont want to display much of these characters at the same time, it should no be a problem.

btw.(polyg means much edges ;) ) so 4200 is very relativ, not in your case i can see your wire, but it can also means 1000000000000000000 of tris. important is the vertex count!


btw, im very interested in your good models ;)



psychoart@Posted: Sun Oct 08, 2006 10:19 am :
low poly head 4200 polys :P


http://img218.imageshack.us/img218/8753/wirenx5.jpg

http://img218.imageshack.us/img218/9838/meshqe6.jpg

http://img218.imageshack.us/img218/8296/shadnatosr9.jpg

http://img225.imageshack.us/img225/1764/allxp5.jpg

http://img154.imageshack.us/img154/9758/renedersgu0.jpg



6th Venom@Posted: Sun Oct 08, 2006 10:33 am :
Wow! (8400 tris???)



psychoart@Posted: Sun Oct 08, 2006 11:47 am :
4200 tris ;) when i say polygons i mean tris :)



6th Venom@Posted: Sun Oct 08, 2006 1:15 pm :
I made experiences with highpoly heads into d3, selfshadows experiences.
And i'm pretty sure yours will render great with selfshadows, did you already export him to D3?



BJA@Posted: Sun Oct 08, 2006 1:17 pm :
Awesome model! I really like the skin shader (or is it a texture ?) but that fold between the lower lip and the chin looks a bit strange to me. Can't wait to see the rest of the model.



Regulator@Posted: Sun Oct 08, 2006 1:43 pm :
Looks very nice. :shock: Reminds me of that old guy in HL2 Lost Coast.



jcdenton22@Posted: Sun Oct 08, 2006 2:38 pm :
Looks pretty awesome!!!!

Although, I think the neck part is little too flat for an old guy. The neck's got to have some wrinkles. Some bumpmapping would do.



psychoart@Posted: Sun Oct 08, 2006 3:14 pm :
thansk boys :) yes i know fo a some corrections ...

to see model selfshdow in doom 3 ask Oneofthe8devilz the model is made for him ;) ....



der_ton@Posted: Mon Oct 09, 2006 10:17 am :
That's a great model! Do you have threads of your projects on cgtalk, or do you have a website with your earlier projects? This surely wasn't your first one... :)



Oneofthe8devilz@Posted: Mon Oct 09, 2006 3:04 pm :
I'm having trouble to upload to google-video but will post the link as soon as it gets available....

The reason I asked him to increase the polycount was becasue I wanted to test how upping the polycount would improve the way selfshadows look in Doom³.

Next generation models have a polycount at about 10K, so I think this was a good count to work with.....

google-video-link: http://video.google.com/videoplay?docid ... 6414&hl=en

Image



Enforcer@Posted: Mon Oct 09, 2006 6:16 pm :
looks great nice job keep up the good work



ratty redemption@Posted: Mon Oct 09, 2006 9:00 pm :
excellent work again psychoart although I do agree his neck could do with more skin folds or something to make it look older :)

if you don`t mind me asking, how long does it take you on average to work on a model like this from scratch?



Enforcer@Posted: Mon Oct 09, 2006 11:23 pm :
Maya?



BNA!@Posted: Tue Oct 10, 2006 6:14 am :
That's excellent work I'd like to say!



psychoart@Posted: Tue Oct 10, 2006 10:19 am :
loooll very thansk boys :):oops:


ths soft is 3ds max and zbrush , and for some corrections on the neck and face i know ;) but this is only a test , a speed modeling ;) next model will be good ;)



kat@Posted: Tue Oct 10, 2006 11:28 am :
Oneofthe8devilz wrote:
...Next generation models have a polycount at about 10K, so I think this was a good count to work with...
True but the D3 engine is an exception to most other nextGen titles in that it uses only one method to light the world; other games use two or three different techniques to do the lighting (vertex lighting, Bloom, HDRI etc..), that means they can increase polycount and still get reasonable FPS.

Increasing polycount isn't really the issue as the engine can handle huge amounts, however you run a greater risk of FPS performance hits because of the way the lighting works.

It's pretty 'moot' actually that you'll get better shadows with higher polycount :wink:

@ psychoart : please try and keep your image 640 width, it just makes seeing the whole thin much easier (you can link out to much larger res images where necessary.

Having said that, damn nice work you have there. :wink:



BNA!@Posted: Tue Oct 10, 2006 2:31 pm :
kat wrote:
Increasing polycount isn't really the issue as the engine can handle huge amounts, however you run a greater risk of FPS performance hits because of the way the lighting works.


I think you got him wrong - my guess it's about self shadowing and the issues involved, especially shadow popping and the small one pixel shadows flickering like it's snowing.



kat@Posted: Tue Oct 10, 2006 2:52 pm :
You may get rid of issues related to shadows but you've done it in a way that's not especially FPS friendly in this engine.



dirk@Posted: Sun Oct 15, 2006 9:54 am :
i think he is right, next gen computing will handle on the displaying side a very high detailed scene, bu tim not sure if there are the z buffer shadows the best way to do the shadowing. maybe you get with shadowmaping (btw.shadowmap are not like static lightmaps ;) but it works close to, but refresh every frame or how often you want ;).) a better result with a better performance. is it possible to use shadowmaps in doom3? ihave nothing read about this. shadowmaps are often the better solution for displaying realistic looking shadows and you get an shadow back just from a single faces (3verst), tahts not bad. but im not a coder, just a artist, but im intressed in the logical ways behind.

i like this head, is still a to high res mesh but if you dont want to display much of these characters at the same time, it should no be a problem.

btw.(polyg means much edges ;) ) so 4200 is very relativ, not in your case i can see your wire, but it can also means 1000000000000000000 of tris. important is the vertex count!


btw, im very interested in your good models ;)



psychoart@Posted: Sun Oct 08, 2006 10:19 am :
low poly head 4200 polys :P


http://img218.imageshack.us/img218/8753/wirenx5.jpg

http://img218.imageshack.us/img218/9838/meshqe6.jpg

http://img218.imageshack.us/img218/8296/shadnatosr9.jpg

http://img225.imageshack.us/img225/1764/allxp5.jpg

http://img154.imageshack.us/img154/9758/renedersgu0.jpg



6th Venom@Posted: Sun Oct 08, 2006 10:33 am :
Wow! (8400 tris???)



psychoart@Posted: Sun Oct 08, 2006 11:47 am :
4200 tris ;) when i say polygons i mean tris :)



6th Venom@Posted: Sun Oct 08, 2006 1:15 pm :
I made experiences with highpoly heads into d3, selfshadows experiences.
And i'm pretty sure yours will render great with selfshadows, did you already export him to D3?



BJA@Posted: Sun Oct 08, 2006 1:17 pm :
Awesome model! I really like the skin shader (or is it a texture ?) but that fold between the lower lip and the chin looks a bit strange to me. Can't wait to see the rest of the model.



Regulator@Posted: Sun Oct 08, 2006 1:43 pm :
Looks very nice. :shock: Reminds me of that old guy in HL2 Lost Coast.



jcdenton22@Posted: Sun Oct 08, 2006 2:38 pm :
Looks pretty awesome!!!!

Although, I think the neck part is little too flat for an old guy. The neck's got to have some wrinkles. Some bumpmapping would do.



psychoart@Posted: Sun Oct 08, 2006 3:14 pm :
thansk boys :) yes i know fo a some corrections ...

to see model selfshdow in doom 3 ask Oneofthe8devilz the model is made for him ;) ....



der_ton@Posted: Mon Oct 09, 2006 10:17 am :
That's a great model! Do you have threads of your projects on cgtalk, or do you have a website with your earlier projects? This surely wasn't your first one... :)



Oneofthe8devilz@Posted: Mon Oct 09, 2006 3:04 pm :
I'm having trouble to upload to google-video but will post the link as soon as it gets available....

The reason I asked him to increase the polycount was becasue I wanted to test how upping the polycount would improve the way selfshadows look in Doom³.

Next generation models have a polycount at about 10K, so I think this was a good count to work with.....

google-video-link: http://video.google.com/videoplay?docid ... 6414&hl=en

Image



Enforcer@Posted: Mon Oct 09, 2006 6:16 pm :
looks great nice job keep up the good work



ratty redemption@Posted: Mon Oct 09, 2006 9:00 pm :
excellent work again psychoart although I do agree his neck could do with more skin folds or something to make it look older :)

if you don`t mind me asking, how long does it take you on average to work on a model like this from scratch?



Enforcer@Posted: Mon Oct 09, 2006 11:23 pm :
Maya?



BNA!@Posted: Tue Oct 10, 2006 6:14 am :
That's excellent work I'd like to say!



psychoart@Posted: Tue Oct 10, 2006 10:19 am :
loooll very thansk boys :):oops:


ths soft is 3ds max and zbrush , and for some corrections on the neck and face i know ;) but this is only a test , a speed modeling ;) next model will be good ;)



kat@Posted: Tue Oct 10, 2006 11:28 am :
Oneofthe8devilz wrote:
...Next generation models have a polycount at about 10K, so I think this was a good count to work with...
True but the D3 engine is an exception to most other nextGen titles in that it uses only one method to light the world; other games use two or three different techniques to do the lighting (vertex lighting, Bloom, HDRI etc..), that means they can increase polycount and still get reasonable FPS.

Increasing polycount isn't really the issue as the engine can handle huge amounts, however you run a greater risk of FPS performance hits because of the way the lighting works.

It's pretty 'moot' actually that you'll get better shadows with higher polycount :wink:

@ psychoart : please try and keep your image 640 width, it just makes seeing the whole thin much easier (you can link out to much larger res images where necessary.

Having said that, damn nice work you have there. :wink:



BNA!@Posted: Tue Oct 10, 2006 2:31 pm :
kat wrote:
Increasing polycount isn't really the issue as the engine can handle huge amounts, however you run a greater risk of FPS performance hits because of the way the lighting works.


I think you got him wrong - my guess it's about self shadowing and the issues involved, especially shadow popping and the small one pixel shadows flickering like it's snowing.



kat@Posted: Tue Oct 10, 2006 2:52 pm :
You may get rid of issues related to shadows but you've done it in a way that's not especially FPS friendly in this engine.



dirk@Posted: Sun Oct 15, 2006 9:54 am :
i think he is right, next gen computing will handle on the displaying side a very high detailed scene, bu tim not sure if there are the z buffer shadows the best way to do the shadowing. maybe you get with shadowmaping (btw.shadowmap are not like static lightmaps ;) but it works close to, but refresh every frame or how often you want ;).) a better result with a better performance. is it possible to use shadowmaps in doom3? ihave nothing read about this. shadowmaps are often the better solution for displaying realistic looking shadows and you get an shadow back just from a single faces (3verst), tahts not bad. but im not a coder, just a artist, but im intressed in the logical ways behind.

i like this head, is still a to high res mesh but if you dont want to display much of these characters at the same time, it should no be a problem.

btw.(polyg means much edges ;) ) so 4200 is very relativ, not in your case i can see your wire, but it can also means 1000000000000000000 of tris. important is the vertex count!


btw, im very interested in your good models ;)



psychoart@Posted: Sun Oct 08, 2006 10:19 am :
low poly head 4200 polys :P


http://img218.imageshack.us/img218/8753/wirenx5.jpg

http://img218.imageshack.us/img218/9838/meshqe6.jpg

http://img218.imageshack.us/img218/8296/shadnatosr9.jpg

http://img225.imageshack.us/img225/1764/allxp5.jpg

http://img154.imageshack.us/img154/9758/renedersgu0.jpg



6th Venom@Posted: Sun Oct 08, 2006 10:33 am :
Wow! (8400 tris???)



psychoart@Posted: Sun Oct 08, 2006 11:47 am :
4200 tris ;) when i say polygons i mean tris :)



6th Venom@Posted: Sun Oct 08, 2006 1:15 pm :
I made experiences with highpoly heads into d3, selfshadows experiences.
And i'm pretty sure yours will render great with selfshadows, did you already export him to D3?



BJA@Posted: Sun Oct 08, 2006 1:17 pm :
Awesome model! I really like the skin shader (or is it a texture ?) but that fold between the lower lip and the chin looks a bit strange to me. Can't wait to see the rest of the model.



Regulator@Posted: Sun Oct 08, 2006 1:43 pm :
Looks very nice. :shock: Reminds me of that old guy in HL2 Lost Coast.



jcdenton22@Posted: Sun Oct 08, 2006 2:38 pm :
Looks pretty awesome!!!!

Although, I think the neck part is little too flat for an old guy. The neck's got to have some wrinkles. Some bumpmapping would do.



psychoart@Posted: Sun Oct 08, 2006 3:14 pm :
thansk boys :) yes i know fo a some corrections ...

to see model selfshdow in doom 3 ask Oneofthe8devilz the model is made for him ;) ....



der_ton@Posted: Mon Oct 09, 2006 10:17 am :
That's a great model! Do you have threads of your projects on cgtalk, or do you have a website with your earlier projects? This surely wasn't your first one... :)



Oneofthe8devilz@Posted: Mon Oct 09, 2006 3:04 pm :
I'm having trouble to upload to google-video but will post the link as soon as it gets available....

The reason I asked him to increase the polycount was becasue I wanted to test how upping the polycount would improve the way selfshadows look in Doom³.

Next generation models have a polycount at about 10K, so I think this was a good count to work with.....

google-video-link: http://video.google.com/videoplay?docid ... 6414&hl=en

Image



Enforcer@Posted: Mon Oct 09, 2006 6:16 pm :
looks great nice job keep up the good work



ratty redemption@Posted: Mon Oct 09, 2006 9:00 pm :
excellent work again psychoart although I do agree his neck could do with more skin folds or something to make it look older :)

if you don`t mind me asking, how long does it take you on average to work on a model like this from scratch?



Enforcer@Posted: Mon Oct 09, 2006 11:23 pm :
Maya?



BNA!@Posted: Tue Oct 10, 2006 6:14 am :
That's excellent work I'd like to say!



psychoart@Posted: Tue Oct 10, 2006 10:19 am :
loooll very thansk boys :):oops:


ths soft is 3ds max and zbrush , and for some corrections on the neck and face i know ;) but this is only a test , a speed modeling ;) next model will be good ;)



kat@Posted: Tue Oct 10, 2006 11:28 am :
Oneofthe8devilz wrote:
...Next generation models have a polycount at about 10K, so I think this was a good count to work with...
True but the D3 engine is an exception to most other nextGen titles in that it uses only one method to light the world; other games use two or three different techniques to do the lighting (vertex lighting, Bloom, HDRI etc..), that means they can increase polycount and still get reasonable FPS.

Increasing polycount isn't really the issue as the engine can handle huge amounts, however you run a greater risk of FPS performance hits because of the way the lighting works.

It's pretty 'moot' actually that you'll get better shadows with higher polycount :wink:

@ psychoart : please try and keep your image 640 width, it just makes seeing the whole thin much easier (you can link out to much larger res images where necessary.

Having said that, damn nice work you have there. :wink:



BNA!@Posted: Tue Oct 10, 2006 2:31 pm :
kat wrote:
Increasing polycount isn't really the issue as the engine can handle huge amounts, however you run a greater risk of FPS performance hits because of the way the lighting works.


I think you got him wrong - my guess it's about self shadowing and the issues involved, especially shadow popping and the small one pixel shadows flickering like it's snowing.



kat@Posted: Tue Oct 10, 2006 2:52 pm :
You may get rid of issues related to shadows but you've done it in a way that's not especially FPS friendly in this engine.



dirk@Posted: Sun Oct 15, 2006 9:54 am :
i think he is right, next gen computing will handle on the displaying side a very high detailed scene, bu tim not sure if there are the z buffer shadows the best way to do the shadowing. maybe you get with shadowmaping (btw.shadowmap are not like static lightmaps ;) but it works close to, but refresh every frame or how often you want ;).) a better result with a better performance. is it possible to use shadowmaps in doom3? ihave nothing read about this. shadowmaps are often the better solution for displaying realistic looking shadows and you get an shadow back just from a single faces (3verst), tahts not bad. but im not a coder, just a artist, but im intressed in the logical ways behind.

i like this head, is still a to high res mesh but if you dont want to display much of these characters at the same time, it should no be a problem.

btw.(polyg means much edges ;) ) so 4200 is very relativ, not in your case i can see your wire, but it can also means 1000000000000000000 of tris. important is the vertex count!


btw, im very interested in your good models ;)



psychoart@Posted: Sun Oct 08, 2006 10:19 am :
low poly head 4200 polys :P


http://img218.imageshack.us/img218/8753/wirenx5.jpg

http://img218.imageshack.us/img218/9838/meshqe6.jpg

http://img218.imageshack.us/img218/8296/shadnatosr9.jpg

http://img225.imageshack.us/img225/1764/allxp5.jpg

http://img154.imageshack.us/img154/9758/renedersgu0.jpg



6th Venom@Posted: Sun Oct 08, 2006 10:33 am :
Wow! (8400 tris???)



psychoart@Posted: Sun Oct 08, 2006 11:47 am :
4200 tris ;) when i say polygons i mean tris :)



6th Venom@Posted: Sun Oct 08, 2006 1:15 pm :
I made experiences with highpoly heads into d3, selfshadows experiences.
And i'm pretty sure yours will render great with selfshadows, did you already export him to D3?



BJA@Posted: Sun Oct 08, 2006 1:17 pm :
Awesome model! I really like the skin shader (or is it a texture ?) but that fold between the lower lip and the chin looks a bit strange to me. Can't wait to see the rest of the model.



Regulator@Posted: Sun Oct 08, 2006 1:43 pm :
Looks very nice. :shock: Reminds me of that old guy in HL2 Lost Coast.



jcdenton22@Posted: Sun Oct 08, 2006 2:38 pm :
Looks pretty awesome!!!!

Although, I think the neck part is little too flat for an old guy. The neck's got to have some wrinkles. Some bumpmapping would do.



psychoart@Posted: Sun Oct 08, 2006 3:14 pm :
thansk boys :) yes i know fo a some corrections ...

to see model selfshdow in doom 3 ask Oneofthe8devilz the model is made for him ;) ....



der_ton@Posted: Mon Oct 09, 2006 10:17 am :
That's a great model! Do you have threads of your projects on cgtalk, or do you have a website with your earlier projects? This surely wasn't your first one... :)



Oneofthe8devilz@Posted: Mon Oct 09, 2006 3:04 pm :
I'm having trouble to upload to google-video but will post the link as soon as it gets available....

The reason I asked him to increase the polycount was becasue I wanted to test how upping the polycount would improve the way selfshadows look in Doom³.

Next generation models have a polycount at about 10K, so I think this was a good count to work with.....

google-video-link: http://video.google.com/videoplay?docid ... 6414&hl=en

Image



Enforcer@Posted: Mon Oct 09, 2006 6:16 pm :
looks great nice job keep up the good work



ratty redemption@Posted: Mon Oct 09, 2006 9:00 pm :
excellent work again psychoart although I do agree his neck could do with more skin folds or something to make it look older :)

if you don`t mind me asking, how long does it take you on average to work on a model like this from scratch?



Enforcer@Posted: Mon Oct 09, 2006 11:23 pm :
Maya?



BNA!@Posted: Tue Oct 10, 2006 6:14 am :
That's excellent work I'd like to say!



psychoart@Posted: Tue Oct 10, 2006 10:19 am :
loooll very thansk boys :):oops:


ths soft is 3ds max and zbrush , and for some corrections on the neck and face i know ;) but this is only a test , a speed modeling ;) next model will be good ;)



kat@Posted: Tue Oct 10, 2006 11:28 am :
Oneofthe8devilz wrote:
...Next generation models have a polycount at about 10K, so I think this was a good count to work with...
True but the D3 engine is an exception to most other nextGen titles in that it uses only one method to light the world; other games use two or three different techniques to do the lighting (vertex lighting, Bloom, HDRI etc..), that means they can increase polycount and still get reasonable FPS.

Increasing polycount isn't really the issue as the engine can handle huge amounts, however you run a greater risk of FPS performance hits because of the way the lighting works.

It's pretty 'moot' actually that you'll get better shadows with higher polycount :wink:

@ psychoart : please try and keep your image 640 width, it just makes seeing the whole thin much easier (you can link out to much larger res images where necessary.

Having said that, damn nice work you have there. :wink:



BNA!@Posted: Tue Oct 10, 2006 2:31 pm :
kat wrote:
Increasing polycount isn't really the issue as the engine can handle huge amounts, however you run a greater risk of FPS performance hits because of the way the lighting works.


I think you got him wrong - my guess it's about self shadowing and the issues involved, especially shadow popping and the small one pixel shadows flickering like it's snowing.



kat@Posted: Tue Oct 10, 2006 2:52 pm :
You may get rid of issues related to shadows but you've done it in a way that's not especially FPS friendly in this engine.



dirk@Posted: Sun Oct 15, 2006 9:54 am :
i think he is right, next gen computing will handle on the displaying side a very high detailed scene, bu tim not sure if there are the z buffer shadows the best way to do the shadowing. maybe you get with shadowmaping (btw.shadowmap are not like static lightmaps ;) but it works close to, but refresh every frame or how often you want ;).) a better result with a better performance. is it possible to use shadowmaps in doom3? ihave nothing read about this. shadowmaps are often the better solution for displaying realistic looking shadows and you get an shadow back just from a single faces (3verst), tahts not bad. but im not a coder, just a artist, but im intressed in the logical ways behind.

i like this head, is still a to high res mesh but if you dont want to display much of these characters at the same time, it should no be a problem.

btw.(polyg means much edges ;) ) so 4200 is very relativ, not in your case i can see your wire, but it can also means 1000000000000000000 of tris. important is the vertex count!


btw, im very interested in your good models ;)



psychoart@Posted: Sun Oct 08, 2006 10:19 am :
low poly head 4200 polys :P


http://img218.imageshack.us/img218/8753/wirenx5.jpg

http://img218.imageshack.us/img218/9838/meshqe6.jpg

http://img218.imageshack.us/img218/8296/shadnatosr9.jpg

http://img225.imageshack.us/img225/1764/allxp5.jpg

http://img154.imageshack.us/img154/9758/renedersgu0.jpg



6th Venom@Posted: Sun Oct 08, 2006 10:33 am :
Wow! (8400 tris???)



psychoart@Posted: Sun Oct 08, 2006 11:47 am :
4200 tris ;) when i say polygons i mean tris :)



6th Venom@Posted: Sun Oct 08, 2006 1:15 pm :
I made experiences with highpoly heads into d3, selfshadows experiences.
And i'm pretty sure yours will render great with selfshadows, did you already export him to D3?



BJA@Posted: Sun Oct 08, 2006 1:17 pm :
Awesome model! I really like the skin shader (or is it a texture ?) but that fold between the lower lip and the chin looks a bit strange to me. Can't wait to see the rest of the model.



Regulator@Posted: Sun Oct 08, 2006 1:43 pm :
Looks very nice. :shock: Reminds me of that old guy in HL2 Lost Coast.



jcdenton22@Posted: Sun Oct 08, 2006 2:38 pm :
Looks pretty awesome!!!!

Although, I think the neck part is little too flat for an old guy. The neck's got to have some wrinkles. Some bumpmapping would do.



psychoart@Posted: Sun Oct 08, 2006 3:14 pm :
thansk boys :) yes i know fo a some corrections ...

to see model selfshdow in doom 3 ask Oneofthe8devilz the model is made for him ;) ....



der_ton@Posted: Mon Oct 09, 2006 10:17 am :
That's a great model! Do you have threads of your projects on cgtalk, or do you have a website with your earlier projects? This surely wasn't your first one... :)



Oneofthe8devilz@Posted: Mon Oct 09, 2006 3:04 pm :
I'm having trouble to upload to google-video but will post the link as soon as it gets available....

The reason I asked him to increase the polycount was becasue I wanted to test how upping the polycount would improve the way selfshadows look in Doom³.

Next generation models have a polycount at about 10K, so I think this was a good count to work with.....

google-video-link: http://video.google.com/videoplay?docid ... 6414&hl=en

Image



Enforcer@Posted: Mon Oct 09, 2006 6:16 pm :
looks great nice job keep up the good work



ratty redemption@Posted: Mon Oct 09, 2006 9:00 pm :
excellent work again psychoart although I do agree his neck could do with more skin folds or something to make it look older :)

if you don`t mind me asking, how long does it take you on average to work on a model like this from scratch?



Enforcer@Posted: Mon Oct 09, 2006 11:23 pm :
Maya?



BNA!@Posted: Tue Oct 10, 2006 6:14 am :
That's excellent work I'd like to say!



psychoart@Posted: Tue Oct 10, 2006 10:19 am :
loooll very thansk boys :):oops:


ths soft is 3ds max and zbrush , and for some corrections on the neck and face i know ;) but this is only a test , a speed modeling ;) next model will be good ;)



kat@Posted: Tue Oct 10, 2006 11:28 am :
Oneofthe8devilz wrote:
...Next generation models have a polycount at about 10K, so I think this was a good count to work with...
True but the D3 engine is an exception to most other nextGen titles in that it uses only one method to light the world; other games use two or three different techniques to do the lighting (vertex lighting, Bloom, HDRI etc..), that means they can increase polycount and still get reasonable FPS.

Increasing polycount isn't really the issue as the engine can handle huge amounts, however you run a greater risk of FPS performance hits because of the way the lighting works.

It's pretty 'moot' actually that you'll get better shadows with higher polycount :wink:

@ psychoart : please try and keep your image 640 width, it just makes seeing the whole thin much easier (you can link out to much larger res images where necessary.

Having said that, damn nice work you have there. :wink:



BNA!@Posted: Tue Oct 10, 2006 2:31 pm :
kat wrote:
Increasing polycount isn't really the issue as the engine can handle huge amounts, however you run a greater risk of FPS performance hits because of the way the lighting works.


I think you got him wrong - my guess it's about self shadowing and the issues involved, especially shadow popping and the small one pixel shadows flickering like it's snowing.



kat@Posted: Tue Oct 10, 2006 2:52 pm :
You may get rid of issues related to shadows but you've done it in a way that's not especially FPS friendly in this engine.



dirk@Posted: Sun Oct 15, 2006 9:54 am :
i think he is right, next gen computing will handle on the displaying side a very high detailed scene, bu tim not sure if there are the z buffer shadows the best way to do the shadowing. maybe you get with shadowmaping (btw.shadowmap are not like static lightmaps ;) but it works close to, but refresh every frame or how often you want ;).) a better result with a better performance. is it possible to use shadowmaps in doom3? ihave nothing read about this. shadowmaps are often the better solution for displaying realistic looking shadows and you get an shadow back just from a single faces (3verst), tahts not bad. but im not a coder, just a artist, but im intressed in the logical ways behind.

i like this head, is still a to high res mesh but if you dont want to display much of these characters at the same time, it should no be a problem.

btw.(polyg means much edges ;) ) so 4200 is very relativ, not in your case i can see your wire, but it can also means 1000000000000000000 of tris. important is the vertex count!


btw, im very interested in your good models ;)



psychoart@Posted: Sun Oct 08, 2006 10:19 am :
low poly head 4200 polys :P


http://img218.imageshack.us/img218/8753/wirenx5.jpg

http://img218.imageshack.us/img218/9838/meshqe6.jpg

http://img218.imageshack.us/img218/8296/shadnatosr9.jpg

http://img225.imageshack.us/img225/1764/allxp5.jpg

http://img154.imageshack.us/img154/9758/renedersgu0.jpg



6th Venom@Posted: Sun Oct 08, 2006 10:33 am :
Wow! (8400 tris???)



psychoart@Posted: Sun Oct 08, 2006 11:47 am :
4200 tris ;) when i say polygons i mean tris :)



6th Venom@Posted: Sun Oct 08, 2006 1:15 pm :
I made experiences with highpoly heads into d3, selfshadows experiences.
And i'm pretty sure yours will render great with selfshadows, did you already export him to D3?



BJA@Posted: Sun Oct 08, 2006 1:17 pm :
Awesome model! I really like the skin shader (or is it a texture ?) but that fold between the lower lip and the chin looks a bit strange to me. Can't wait to see the rest of the model.



Regulator@Posted: Sun Oct 08, 2006 1:43 pm :
Looks very nice. :shock: Reminds me of that old guy in HL2 Lost Coast.



jcdenton22@Posted: Sun Oct 08, 2006 2:38 pm :
Looks pretty awesome!!!!

Although, I think the neck part is little too flat for an old guy. The neck's got to have some wrinkles. Some bumpmapping would do.



psychoart@Posted: Sun Oct 08, 2006 3:14 pm :
thansk boys :) yes i know fo a some corrections ...

to see model selfshdow in doom 3 ask Oneofthe8devilz the model is made for him ;) ....



der_ton@Posted: Mon Oct 09, 2006 10:17 am :
That's a great model! Do you have threads of your projects on cgtalk, or do you have a website with your earlier projects? This surely wasn't your first one... :)



Oneofthe8devilz@Posted: Mon Oct 09, 2006 3:04 pm :
I'm having trouble to upload to google-video but will post the link as soon as it gets available....

The reason I asked him to increase the polycount was becasue I wanted to test how upping the polycount would improve the way selfshadows look in Doom³.

Next generation models have a polycount at about 10K, so I think this was a good count to work with.....

google-video-link: http://video.google.com/videoplay?docid ... 6414&hl=en

Image



Enforcer@Posted: Mon Oct 09, 2006 6:16 pm :
looks great nice job keep up the good work



ratty redemption@Posted: Mon Oct 09, 2006 9:00 pm :
excellent work again psychoart although I do agree his neck could do with more skin folds or something to make it look older :)

if you don`t mind me asking, how long does it take you on average to work on a model like this from scratch?



Enforcer@Posted: Mon Oct 09, 2006 11:23 pm :
Maya?



BNA!@Posted: Tue Oct 10, 2006 6:14 am :
That's excellent work I'd like to say!



psychoart@Posted: Tue Oct 10, 2006 10:19 am :
loooll very thansk boys :):oops:


ths soft is 3ds max and zbrush , and for some corrections on the neck and face i know ;) but this is only a test , a speed modeling ;) next model will be good ;)



kat@Posted: Tue Oct 10, 2006 11:28 am :
Oneofthe8devilz wrote:
...Next generation models have a polycount at about 10K, so I think this was a good count to work with...
True but the D3 engine is an exception to most other nextGen titles in that it uses only one method to light the world; other games use two or three different techniques to do the lighting (vertex lighting, Bloom, HDRI etc..), that means they can increase polycount and still get reasonable FPS.

Increasing polycount isn't really the issue as the engine can handle huge amounts, however you run a greater risk of FPS performance hits because of the way the lighting works.

It's pretty 'moot' actually that you'll get better shadows with higher polycount :wink:

@ psychoart : please try and keep your image 640 width, it just makes seeing the whole thin much easier (you can link out to much larger res images where necessary.

Having said that, damn nice work you have there. :wink:



BNA!@Posted: Tue Oct 10, 2006 2:31 pm :
kat wrote:
Increasing polycount isn't really the issue as the engine can handle huge amounts, however you run a greater risk of FPS performance hits because of the way the lighting works.


I think you got him wrong - my guess it's about self shadowing and the issues involved, especially shadow popping and the small one pixel shadows flickering like it's snowing.



kat@Posted: Tue Oct 10, 2006 2:52 pm :
You may get rid of issues related to shadows but you've done it in a way that's not especially FPS friendly in this engine.



dirk@Posted: Sun Oct 15, 2006 9:54 am :
i think he is right, next gen computing will handle on the displaying side a very high detailed scene, bu tim not sure if there are the z buffer shadows the best way to do the shadowing. maybe you get with shadowmaping (btw.shadowmap are not like static lightmaps ;) but it works close to, but refresh every frame or how often you want ;).) a better result with a better performance. is it possible to use shadowmaps in doom3? ihave nothing read about this. shadowmaps are often the better solution for displaying realistic looking shadows and you get an shadow back just from a single faces (3verst), tahts not bad. but im not a coder, just a artist, but im intressed in the logical ways behind.

i like this head, is still a to high res mesh but if you dont want to display much of these characters at the same time, it should no be a problem.

btw.(polyg means much edges ;) ) so 4200 is very relativ, not in your case i can see your wire, but it can also means 1000000000000000000 of tris. important is the vertex count!


btw, im very interested in your good models ;)



psychoart@Posted: Sun Oct 08, 2006 10:19 am :
low poly head 4200 polys :P


http://img218.imageshack.us/img218/8753/wirenx5.jpg

http://img218.imageshack.us/img218/9838/meshqe6.jpg

http://img218.imageshack.us/img218/8296/shadnatosr9.jpg

http://img225.imageshack.us/img225/1764/allxp5.jpg

http://img154.imageshack.us/img154/9758/renedersgu0.jpg



6th Venom@Posted: Sun Oct 08, 2006 10:33 am :
Wow! (8400 tris???)



psychoart@Posted: Sun Oct 08, 2006 11:47 am :
4200 tris ;) when i say polygons i mean tris :)



6th Venom@Posted: Sun Oct 08, 2006 1:15 pm :
I made experiences with highpoly heads into d3, selfshadows experiences.
And i'm pretty sure yours will render great with selfshadows, did you already export him to D3?



BJA@Posted: Sun Oct 08, 2006 1:17 pm :
Awesome model! I really like the skin shader (or is it a texture ?) but that fold between the lower lip and the chin looks a bit strange to me. Can't wait to see the rest of the model.



Regulator@Posted: Sun Oct 08, 2006 1:43 pm :
Looks very nice. :shock: Reminds me of that old guy in HL2 Lost Coast.



jcdenton22@Posted: Sun Oct 08, 2006 2:38 pm :
Looks pretty awesome!!!!

Although, I think the neck part is little too flat for an old guy. The neck's got to have some wrinkles. Some bumpmapping would do.



psychoart@Posted: Sun Oct 08, 2006 3:14 pm :
thansk boys :) yes i know fo a some corrections ...

to see model selfshdow in doom 3 ask Oneofthe8devilz the model is made for him ;) ....



der_ton@Posted: Mon Oct 09, 2006 10:17 am :
That's a great model! Do you have threads of your projects on cgtalk, or do you have a website with your earlier projects? This surely wasn't your first one... :)



Oneofthe8devilz@Posted: Mon Oct 09, 2006 3:04 pm :
I'm having trouble to upload to google-video but will post the link as soon as it gets available....

The reason I asked him to increase the polycount was becasue I wanted to test how upping the polycount would improve the way selfshadows look in Doom³.

Next generation models have a polycount at about 10K, so I think this was a good count to work with.....

google-video-link: http://video.google.com/videoplay?docid ... 6414&hl=en

Image



Enforcer@Posted: Mon Oct 09, 2006 6:16 pm :
looks great nice job keep up the good work



ratty redemption@Posted: Mon Oct 09, 2006 9:00 pm :
excellent work again psychoart although I do agree his neck could do with more skin folds or something to make it look older :)

if you don`t mind me asking, how long does it take you on average to work on a model like this from scratch?



Enforcer@Posted: Mon Oct 09, 2006 11:23 pm :
Maya?



BNA!@Posted: Tue Oct 10, 2006 6:14 am :
That's excellent work I'd like to say!



psychoart@Posted: Tue Oct 10, 2006 10:19 am :
loooll very thansk boys :):oops:


ths soft is 3ds max and zbrush , and for some corrections on the neck and face i know ;) but this is only a test , a speed modeling ;) next model will be good ;)



kat@Posted: Tue Oct 10, 2006 11:28 am :
Oneofthe8devilz wrote:
...Next generation models have a polycount at about 10K, so I think this was a good count to work with...
True but the D3 engine is an exception to most other nextGen titles in that it uses only one method to light the world; other games use two or three different techniques to do the lighting (vertex lighting, Bloom, HDRI etc..), that means they can increase polycount and still get reasonable FPS.

Increasing polycount isn't really the issue as the engine can handle huge amounts, however you run a greater risk of FPS performance hits because of the way the lighting works.

It's pretty 'moot' actually that you'll get better shadows with higher polycount :wink:

@ psychoart : please try and keep your image 640 width, it just makes seeing the whole thin much easier (you can link out to much larger res images where necessary.

Having said that, damn nice work you have there. :wink:



BNA!@Posted: Tue Oct 10, 2006 2:31 pm :
kat wrote:
Increasing polycount isn't really the issue as the engine can handle huge amounts, however you run a greater risk of FPS performance hits because of the way the lighting works.


I think you got him wrong - my guess it's about self shadowing and the issues involved, especially shadow popping and the small one pixel shadows flickering like it's snowing.



kat@Posted: Tue Oct 10, 2006 2:52 pm :
You may get rid of issues related to shadows but you've done it in a way that's not especially FPS friendly in this engine.



dirk@Posted: Sun Oct 15, 2006 9:54 am :
i think he is right, next gen computing will handle on the displaying side a very high detailed scene, bu tim not sure if there are the z buffer shadows the best way to do the shadowing. maybe you get with shadowmaping (btw.shadowmap are not like static lightmaps ;) but it works close to, but refresh every frame or how often you want ;).) a better result with a better performance. is it possible to use shadowmaps in doom3? ihave nothing read about this. shadowmaps are often the better solution for displaying realistic looking shadows and you get an shadow back just from a single faces (3verst), tahts not bad. but im not a coder, just a artist, but im intressed in the logical ways behind.

i like this head, is still a to high res mesh but if you dont want to display much of these characters at the same time, it should no be a problem.

btw.(polyg means much edges ;) ) so 4200 is very relativ, not in your case i can see your wire, but it can also means 1000000000000000000 of tris. important is the vertex count!


btw, im very interested in your good models ;)



psychoart@Posted: Sun Oct 08, 2006 10:19 am :
low poly head 4200 polys :P


http://img218.imageshack.us/img218/8753/wirenx5.jpg

http://img218.imageshack.us/img218/9838/meshqe6.jpg

http://img218.imageshack.us/img218/8296/shadnatosr9.jpg

http://img225.imageshack.us/img225/1764/allxp5.jpg

http://img154.imageshack.us/img154/9758/renedersgu0.jpg



6th Venom@Posted: Sun Oct 08, 2006 10:33 am :
Wow! (8400 tris???)



psychoart@Posted: Sun Oct 08, 2006 11:47 am :
4200 tris ;) when i say polygons i mean tris :)



6th Venom@Posted: Sun Oct 08, 2006 1:15 pm :
I made experiences with highpoly heads into d3, selfshadows experiences.
And i'm pretty sure yours will render great with selfshadows, did you already export him to D3?



BJA@Posted: Sun Oct 08, 2006 1:17 pm :
Awesome model! I really like the skin shader (or is it a texture ?) but that fold between the lower lip and the chin looks a bit strange to me. Can't wait to see the rest of the model.



Regulator@Posted: Sun Oct 08, 2006 1:43 pm :
Looks very nice. :shock: Reminds me of that old guy in HL2 Lost Coast.



jcdenton22@Posted: Sun Oct 08, 2006 2:38 pm :
Looks pretty awesome!!!!

Although, I think the neck part is little too flat for an old guy. The neck's got to have some wrinkles. Some bumpmapping would do.



psychoart@Posted: Sun Oct 08, 2006 3:14 pm :
thansk boys :) yes i know fo a some corrections ...

to see model selfshdow in doom 3 ask Oneofthe8devilz the model is made for him ;) ....



der_ton@Posted: Mon Oct 09, 2006 10:17 am :
That's a great model! Do you have threads of your projects on cgtalk, or do you have a website with your earlier projects? This surely wasn't your first one... :)



Oneofthe8devilz@Posted: Mon Oct 09, 2006 3:04 pm :
I'm having trouble to upload to google-video but will post the link as soon as it gets available....

The reason I asked him to increase the polycount was becasue I wanted to test how upping the polycount would improve the way selfshadows look in Doom³.

Next generation models have a polycount at about 10K, so I think this was a good count to work with.....

google-video-link: http://video.google.com/videoplay?docid ... 6414&hl=en

Image



Enforcer@Posted: Mon Oct 09, 2006 6:16 pm :
looks great nice job keep up the good work



ratty redemption@Posted: Mon Oct 09, 2006 9:00 pm :
excellent work again psychoart although I do agree his neck could do with more skin folds or something to make it look older :)

if you don`t mind me asking, how long does it take you on average to work on a model like this from scratch?



Enforcer@Posted: Mon Oct 09, 2006 11:23 pm :
Maya?



BNA!@Posted: Tue Oct 10, 2006 6:14 am :
That's excellent work I'd like to say!



psychoart@Posted: Tue Oct 10, 2006 10:19 am :
loooll very thansk boys :):oops:


ths soft is 3ds max and zbrush , and for some corrections on the neck and face i know ;) but this is only a test , a speed modeling ;) next model will be good ;)



kat@Posted: Tue Oct 10, 2006 11:28 am :
Oneofthe8devilz wrote:
...Next generation models have a polycount at about 10K, so I think this was a good count to work with...
True but the D3 engine is an exception to most other nextGen titles in that it uses only one method to light the world; other games use two or three different techniques to do the lighting (vertex lighting, Bloom, HDRI etc..), that means they can increase polycount and still get reasonable FPS.

Increasing polycount isn't really the issue as the engine can handle huge amounts, however you run a greater risk of FPS performance hits because of the way the lighting works.

It's pretty 'moot' actually that you'll get better shadows with higher polycount :wink:

@ psychoart : please try and keep your image 640 width, it just makes seeing the whole thin much easier (you can link out to much larger res images where necessary.

Having said that, damn nice work you have there. :wink:



BNA!@Posted: Tue Oct 10, 2006 2:31 pm :
kat wrote:
Increasing polycount isn't really the issue as the engine can handle huge amounts, however you run a greater risk of FPS performance hits because of the way the lighting works.


I think you got him wrong - my guess it's about self shadowing and the issues involved, especially shadow popping and the small one pixel shadows flickering like it's snowing.



kat@Posted: Tue Oct 10, 2006 2:52 pm :
You may get rid of issues related to shadows but you've done it in a way that's not especially FPS friendly in this engine.



dirk@Posted: Sun Oct 15, 2006 9:54 am :
i think he is right, next gen computing will handle on the displaying side a very high detailed scene, bu tim not sure if there are the z buffer shadows the best way to do the shadowing. maybe you get with shadowmaping (btw.shadowmap are not like static lightmaps ;) but it works close to, but refresh every frame or how often you want ;).) a better result with a better performance. is it possible to use shadowmaps in doom3? ihave nothing read about this. shadowmaps are often the better solution for displaying realistic looking shadows and you get an shadow back just from a single faces (3verst), tahts not bad. but im not a coder, just a artist, but im intressed in the logical ways behind.

i like this head, is still a to high res mesh but if you dont want to display much of these characters at the same time, it should no be a problem.

btw.(polyg means much edges ;) ) so 4200 is very relativ, not in your case i can see your wire, but it can also means 1000000000000000000 of tris. important is the vertex count!


btw, im very interested in your good models ;)



psychoart@Posted: Sun Oct 08, 2006 10:19 am :
low poly head 4200 polys :P


http://img218.imageshack.us/img218/8753/wirenx5.jpg

http://img218.imageshack.us/img218/9838/meshqe6.jpg

http://img218.imageshack.us/img218/8296/shadnatosr9.jpg

http://img225.imageshack.us/img225/1764/allxp5.jpg

http://img154.imageshack.us/img154/9758/renedersgu0.jpg



6th Venom@Posted: Sun Oct 08, 2006 10:33 am :
Wow! (8400 tris???)



psychoart@Posted: Sun Oct 08, 2006 11:47 am :
4200 tris ;) when i say polygons i mean tris :)



6th Venom@Posted: Sun Oct 08, 2006 1:15 pm :
I made experiences with highpoly heads into d3, selfshadows experiences.
And i'm pretty sure yours will render great with selfshadows, did you already export him to D3?



BJA@Posted: Sun Oct 08, 2006 1:17 pm :
Awesome model! I really like the skin shader (or is it a texture ?) but that fold between the lower lip and the chin looks a bit strange to me. Can't wait to see the rest of the model.



Regulator@Posted: Sun Oct 08, 2006 1:43 pm :
Looks very nice. :shock: Reminds me of that old guy in HL2 Lost Coast.



jcdenton22@Posted: Sun Oct 08, 2006 2:38 pm :
Looks pretty awesome!!!!

Although, I think the neck part is little too flat for an old guy. The neck's got to have some wrinkles. Some bumpmapping would do.



psychoart@Posted: Sun Oct 08, 2006 3:14 pm :
thansk boys :) yes i know fo a some corrections ...

to see model selfshdow in doom 3 ask Oneofthe8devilz the model is made for him ;) ....



der_ton@Posted: Mon Oct 09, 2006 10:17 am :
That's a great model! Do you have threads of your projects on cgtalk, or do you have a website with your earlier projects? This surely wasn't your first one... :)



Oneofthe8devilz@Posted: Mon Oct 09, 2006 3:04 pm :
I'm having trouble to upload to google-video but will post the link as soon as it gets available....

The reason I asked him to increase the polycount was becasue I wanted to test how upping the polycount would improve the way selfshadows look in Doom³.

Next generation models have a polycount at about 10K, so I think this was a good count to work with.....

google-video-link: http://video.google.com/videoplay?docid ... 6414&hl=en

Image



Enforcer@Posted: Mon Oct 09, 2006 6:16 pm :
looks great nice job keep up the good work



ratty redemption@Posted: Mon Oct 09, 2006 9:00 pm :
excellent work again psychoart although I do agree his neck could do with more skin folds or something to make it look older :)

if you don`t mind me asking, how long does it take you on average to work on a model like this from scratch?



Enforcer@Posted: Mon Oct 09, 2006 11:23 pm :
Maya?



BNA!@Posted: Tue Oct 10, 2006 6:14 am :
That's excellent work I'd like to say!



psychoart@Posted: Tue Oct 10, 2006 10:19 am :
loooll very thansk boys :):oops:


ths soft is 3ds max and zbrush , and for some corrections on the neck and face i know ;) but this is only a test , a speed modeling ;) next model will be good ;)



kat@Posted: Tue Oct 10, 2006 11:28 am :
Oneofthe8devilz wrote:
...Next generation models have a polycount at about 10K, so I think this was a good count to work with...
True but the D3 engine is an exception to most other nextGen titles in that it uses only one method to light the world; other games use two or three different techniques to do the lighting (vertex lighting, Bloom, HDRI etc..), that means they can increase polycount and still get reasonable FPS.

Increasing polycount isn't really the issue as the engine can handle huge amounts, however you run a greater risk of FPS performance hits because of the way the lighting works.

It's pretty 'moot' actually that you'll get better shadows with higher polycount :wink:

@ psychoart : please try and keep your image 640 width, it just makes seeing the whole thin much easier (you can link out to much larger res images where necessary.

Having said that, damn nice work you have there. :wink:



BNA!@Posted: Tue Oct 10, 2006 2:31 pm :
kat wrote:
Increasing polycount isn't really the issue as the engine can handle huge amounts, however you run a greater risk of FPS performance hits because of the way the lighting works.


I think you got him wrong - my guess it's about self shadowing and the issues involved, especially shadow popping and the small one pixel shadows flickering like it's snowing.



kat@Posted: Tue Oct 10, 2006 2:52 pm :
You may get rid of issues related to shadows but you've done it in a way that's not especially FPS friendly in this engine.



dirk@Posted: Sun Oct 15, 2006 9:54 am :
i think he is right, next gen computing will handle on the displaying side a very high detailed scene, bu tim not sure if there are the z buffer shadows the best way to do the shadowing. maybe you get with shadowmaping (btw.shadowmap are not like static lightmaps ;) but it works close to, but refresh every frame or how often you want ;).) a better result with a better performance. is it possible to use shadowmaps in doom3? ihave nothing read about this. shadowmaps are often the better solution for displaying realistic looking shadows and you get an shadow back just from a single faces (3verst), tahts not bad. but im not a coder, just a artist, but im intressed in the logical ways behind.

i like this head, is still a to high res mesh but if you dont want to display much of these characters at the same time, it should no be a problem.

btw.(polyg means much edges ;) ) so 4200 is very relativ, not in your case i can see your wire, but it can also means 1000000000000000000 of tris. important is the vertex count!


btw, im very interested in your good models ;)



psychoart@Posted: Sun Oct 08, 2006 10:19 am :
low poly head 4200 polys :P


http://img218.imageshack.us/img218/8753/wirenx5.jpg

http://img218.imageshack.us/img218/9838/meshqe6.jpg

http://img218.imageshack.us/img218/8296/shadnatosr9.jpg

http://img225.imageshack.us/img225/1764/allxp5.jpg

http://img154.imageshack.us/img154/9758/renedersgu0.jpg



6th Venom@Posted: Sun Oct 08, 2006 10:33 am :
Wow! (8400 tris???)



psychoart@Posted: Sun Oct 08, 2006 11:47 am :
4200 tris ;) when i say polygons i mean tris :)



6th Venom@Posted: Sun Oct 08, 2006 1:15 pm :
I made experiences with highpoly heads into d3, selfshadows experiences.
And i'm pretty sure yours will render great with selfshadows, did you already export him to D3?



BJA@Posted: Sun Oct 08, 2006 1:17 pm :
Awesome model! I really like the skin shader (or is it a texture ?) but that fold between the lower lip and the chin looks a bit strange to me. Can't wait to see the rest of the model.



Regulator@Posted: Sun Oct 08, 2006 1:43 pm :
Looks very nice. :shock: Reminds me of that old guy in HL2 Lost Coast.



jcdenton22@Posted: Sun Oct 08, 2006 2:38 pm :
Looks pretty awesome!!!!

Although, I think the neck part is little too flat for an old guy. The neck's got to have some wrinkles. Some bumpmapping would do.



psychoart@Posted: Sun Oct 08, 2006 3:14 pm :
thansk boys :) yes i know fo a some corrections ...

to see model selfshdow in doom 3 ask Oneofthe8devilz the model is made for him ;) ....



der_ton@Posted: Mon Oct 09, 2006 10:17 am :
That's a great model! Do you have threads of your projects on cgtalk, or do you have a website with your earlier projects? This surely wasn't your first one... :)



Oneofthe8devilz@Posted: Mon Oct 09, 2006 3:04 pm :
I'm having trouble to upload to google-video but will post the link as soon as it gets available....

The reason I asked him to increase the polycount was becasue I wanted to test how upping the polycount would improve the way selfshadows look in Doom³.

Next generation models have a polycount at about 10K, so I think this was a good count to work with.....

google-video-link: http://video.google.com/videoplay?docid ... 6414&hl=en

Image



Enforcer@Posted: Mon Oct 09, 2006 6:16 pm :
looks great nice job keep up the good work



ratty redemption@Posted: Mon Oct 09, 2006 9:00 pm :
excellent work again psychoart although I do agree his neck could do with more skin folds or something to make it look older :)

if you don`t mind me asking, how long does it take you on average to work on a model like this from scratch?



Enforcer@Posted: Mon Oct 09, 2006 11:23 pm :
Maya?



BNA!@Posted: Tue Oct 10, 2006 6:14 am :
That's excellent work I'd like to say!



psychoart@Posted: Tue Oct 10, 2006 10:19 am :
loooll very thansk boys :):oops:


ths soft is 3ds max and zbrush , and for some corrections on the neck and face i know ;) but this is only a test , a speed modeling ;) next model will be good ;)



kat@Posted: Tue Oct 10, 2006 11:28 am :
Oneofthe8devilz wrote:
...Next generation models have a polycount at about 10K, so I think this was a good count to work with...
True but the D3 engine is an exception to most other nextGen titles in that it uses only one method to light the world; other games use two or three different techniques to do the lighting (vertex lighting, Bloom, HDRI etc..), that means they can increase polycount and still get reasonable FPS.

Increasing polycount isn't really the issue as the engine can handle huge amounts, however you run a greater risk of FPS performance hits because of the way the lighting works.

It's pretty 'moot' actually that you'll get better shadows with higher polycount :wink:

@ psychoart : please try and keep your image 640 width, it just makes seeing the whole thin much easier (you can link out to much larger res images where necessary.

Having said that, damn nice work you have there. :wink:



BNA!@Posted: Tue Oct 10, 2006 2:31 pm :
kat wrote:
Increasing polycount isn't really the issue as the engine can handle huge amounts, however you run a greater risk of FPS performance hits because of the way the lighting works.


I think you got him wrong - my guess it's about self shadowing and the issues involved, especially shadow popping and the small one pixel shadows flickering like it's snowing.



kat@Posted: Tue Oct 10, 2006 2:52 pm :
You may get rid of issues related to shadows but you've done it in a way that's not especially FPS friendly in this engine.



dirk@Posted: Sun Oct 15, 2006 9:54 am :
i think he is right, next gen computing will handle on the displaying side a very high detailed scene, bu tim not sure if there are the z buffer shadows the best way to do the shadowing. maybe you get with shadowmaping (btw.shadowmap are not like static lightmaps ;) but it works close to, but refresh every frame or how often you want ;).) a better result with a better performance. is it possible to use shadowmaps in doom3? ihave nothing read about this. shadowmaps are often the better solution for displaying realistic looking shadows and you get an shadow back just from a single faces (3verst), tahts not bad. but im not a coder, just a artist, but im intressed in the logical ways behind.

i like this head, is still a to high res mesh but if you dont want to display much of these characters at the same time, it should no be a problem.

btw.(polyg means much edges ;) ) so 4200 is very relativ, not in your case i can see your wire, but it can also means 1000000000000000000 of tris. important is the vertex count!


btw, im very interested in your good models ;)



psychoart@Posted: Sun Oct 08, 2006 10:19 am :
low poly head 4200 polys :P


http://img218.imageshack.us/img218/8753/wirenx5.jpg

http://img218.imageshack.us/img218/9838/meshqe6.jpg

http://img218.imageshack.us/img218/8296/shadnatosr9.jpg

http://img225.imageshack.us/img225/1764/allxp5.jpg

http://img154.imageshack.us/img154/9758/renedersgu0.jpg



6th Venom@Posted: Sun Oct 08, 2006 10:33 am :
Wow! (8400 tris???)



psychoart@Posted: Sun Oct 08, 2006 11:47 am :
4200 tris ;) when i say polygons i mean tris :)



6th Venom@Posted: Sun Oct 08, 2006 1:15 pm :
I made experiences with highpoly heads into d3, selfshadows experiences.
And i'm pretty sure yours will render great with selfshadows, did you already export him to D3?



BJA@Posted: Sun Oct 08, 2006 1:17 pm :
Awesome model! I really like the skin shader (or is it a texture ?) but that fold between the lower lip and the chin looks a bit strange to me. Can't wait to see the rest of the model.



Regulator@Posted: Sun Oct 08, 2006 1:43 pm :
Looks very nice. :shock: Reminds me of that old guy in HL2 Lost Coast.



jcdenton22@Posted: Sun Oct 08, 2006 2:38 pm :
Looks pretty awesome!!!!

Although, I think the neck part is little too flat for an old guy. The neck's got to have some wrinkles. Some bumpmapping would do.



psychoart@Posted: Sun Oct 08, 2006 3:14 pm :
thansk boys :) yes i know fo a some corrections ...

to see model selfshdow in doom 3 ask Oneofthe8devilz the model is made for him ;) ....



der_ton@Posted: Mon Oct 09, 2006 10:17 am :
That's a great model! Do you have threads of your projects on cgtalk, or do you have a website with your earlier projects? This surely wasn't your first one... :)



Oneofthe8devilz@Posted: Mon Oct 09, 2006 3:04 pm :
I'm having trouble to upload to google-video but will post the link as soon as it gets available....

The reason I asked him to increase the polycount was becasue I wanted to test how upping the polycount would improve the way selfshadows look in Doom³.

Next generation models have a polycount at about 10K, so I think this was a good count to work with.....

google-video-link: http://video.google.com/videoplay?docid ... 6414&hl=en

Image



Enforcer@Posted: Mon Oct 09, 2006 6:16 pm :
looks great nice job keep up the good work



ratty redemption@Posted: Mon Oct 09, 2006 9:00 pm :
excellent work again psychoart although I do agree his neck could do with more skin folds or something to make it look older :)

if you don`t mind me asking, how long does it take you on average to work on a model like this from scratch?



Enforcer@Posted: Mon Oct 09, 2006 11:23 pm :
Maya?



BNA!@Posted: Tue Oct 10, 2006 6:14 am :
That's excellent work I'd like to say!



psychoart@Posted: Tue Oct 10, 2006 10:19 am :
loooll very thansk boys :):oops:


ths soft is 3ds max and zbrush , and for some corrections on the neck and face i know ;) but this is only a test , a speed modeling ;) next model will be good ;)



kat@Posted: Tue Oct 10, 2006 11:28 am :
Oneofthe8devilz wrote:
...Next generation models have a polycount at about 10K, so I think this was a good count to work with...
True but the D3 engine is an exception to most other nextGen titles in that it uses only one method to light the world; other games use two or three different techniques to do the lighting (vertex lighting, Bloom, HDRI etc..), that means they can increase polycount and still get reasonable FPS.

Increasing polycount isn't really the issue as the engine can handle huge amounts, however you run a greater risk of FPS performance hits because of the way the lighting works.

It's pretty 'moot' actually that you'll get better shadows with higher polycount :wink:

@ psychoart : please try and keep your image 640 width, it just makes seeing the whole thin much easier (you can link out to much larger res images where necessary.

Having said that, damn nice work you have there. :wink:



BNA!@Posted: Tue Oct 10, 2006 2:31 pm :
kat wrote:
Increasing polycount isn't really the issue as the engine can handle huge amounts, however you run a greater risk of FPS performance hits because of the way the lighting works.


I think you got him wrong - my guess it's about self shadowing and the issues involved, especially shadow popping and the small one pixel shadows flickering like it's snowing.



kat@Posted: Tue Oct 10, 2006 2:52 pm :
You may get rid of issues related to shadows but you've done it in a way that's not especially FPS friendly in this engine.



dirk@Posted: Sun Oct 15, 2006 9:54 am :
i think he is right, next gen computing will handle on the displaying side a very high detailed scene, bu tim not sure if there are the z buffer shadows the best way to do the shadowing. maybe you get with shadowmaping (btw.shadowmap are not like static lightmaps ;) but it works close to, but refresh every frame or how often you want ;).) a better result with a better performance. is it possible to use shadowmaps in doom3? ihave nothing read about this. shadowmaps are often the better solution for displaying realistic looking shadows and you get an shadow back just from a single faces (3verst), tahts not bad. but im not a coder, just a artist, but im intressed in the logical ways behind.

i like this head, is still a to high res mesh but if you dont want to display much of these characters at the same time, it should no be a problem.

btw.(polyg means much edges ;) ) so 4200 is very relativ, not in your case i can see your wire, but it can also means 1000000000000000000 of tris. important is the vertex count!


btw, im very interested in your good models ;)



psychoart@Posted: Sun Oct 08, 2006 10:19 am :
low poly head 4200 polys :P


http://img218.imageshack.us/img218/8753/wirenx5.jpg

http://img218.imageshack.us/img218/9838/meshqe6.jpg

http://img218.imageshack.us/img218/8296/shadnatosr9.jpg

http://img225.imageshack.us/img225/1764/allxp5.jpg

http://img154.imageshack.us/img154/9758/renedersgu0.jpg



6th Venom@Posted: Sun Oct 08, 2006 10:33 am :
Wow! (8400 tris???)



psychoart@Posted: Sun Oct 08, 2006 11:47 am :
4200 tris ;) when i say polygons i mean tris :)



6th Venom@Posted: Sun Oct 08, 2006 1:15 pm :
I made experiences with highpoly heads into d3, selfshadows experiences.
And i'm pretty sure yours will render great with selfshadows, did you already export him to D3?



BJA@Posted: Sun Oct 08, 2006 1:17 pm :
Awesome model! I really like the skin shader (or is it a texture ?) but that fold between the lower lip and the chin looks a bit strange to me. Can't wait to see the rest of the model.



Regulator@Posted: Sun Oct 08, 2006 1:43 pm :
Looks very nice. :shock: Reminds me of that old guy in HL2 Lost Coast.



jcdenton22@Posted: Sun Oct 08, 2006 2:38 pm :
Looks pretty awesome!!!!

Although, I think the neck part is little too flat for an old guy. The neck's got to have some wrinkles. Some bumpmapping would do.



psychoart@Posted: Sun Oct 08, 2006 3:14 pm :
thansk boys :) yes i know fo a some corrections ...

to see model selfshdow in doom 3 ask Oneofthe8devilz the model is made for him ;) ....



der_ton@Posted: Mon Oct 09, 2006 10:17 am :
That's a great model! Do you have threads of your projects on cgtalk, or do you have a website with your earlier projects? This surely wasn't your first one... :)



Oneofthe8devilz@Posted: Mon Oct 09, 2006 3:04 pm :
I'm having trouble to upload to google-video but will post the link as soon as it gets available....

The reason I asked him to increase the polycount was becasue I wanted to test how upping the polycount would improve the way selfshadows look in Doom³.

Next generation models have a polycount at about 10K, so I think this was a good count to work with.....

google-video-link: http://video.google.com/videoplay?docid ... 6414&hl=en

Image



Enforcer@Posted: Mon Oct 09, 2006 6:16 pm :
looks great nice job keep up the good work



ratty redemption@Posted: Mon Oct 09, 2006 9:00 pm :
excellent work again psychoart although I do agree his neck could do with more skin folds or something to make it look older :)

if you don`t mind me asking, how long does it take you on average to work on a model like this from scratch?



Enforcer@Posted: Mon Oct 09, 2006 11:23 pm :
Maya?



BNA!@Posted: Tue Oct 10, 2006 6:14 am :
That's excellent work I'd like to say!



psychoart@Posted: Tue Oct 10, 2006 10:19 am :
loooll very thansk boys :):oops:


ths soft is 3ds max and zbrush , and for some corrections on the neck and face i know ;) but this is only a test , a speed modeling ;) next model will be good ;)



kat@Posted: Tue Oct 10, 2006 11:28 am :
Oneofthe8devilz wrote:
...Next generation models have a polycount at about 10K, so I think this was a good count to work with...
True but the D3 engine is an exception to most other nextGen titles in that it uses only one method to light the world; other games use two or three different techniques to do the lighting (vertex lighting, Bloom, HDRI etc..), that means they can increase polycount and still get reasonable FPS.

Increasing polycount isn't really the issue as the engine can handle huge amounts, however you run a greater risk of FPS performance hits because of the way the lighting works.

It's pretty 'moot' actually that you'll get better shadows with higher polycount :wink:

@ psychoart : please try and keep your image 640 width, it just makes seeing the whole thin much easier (you can link out to much larger res images where necessary.

Having said that, damn nice work you have there. :wink:



BNA!@Posted: Tue Oct 10, 2006 2:31 pm :
kat wrote:
Increasing polycount isn't really the issue as the engine can handle huge amounts, however you run a greater risk of FPS performance hits because of the way the lighting works.


I think you got him wrong - my guess it's about self shadowing and the issues involved, especially shadow popping and the small one pixel shadows flickering like it's snowing.



kat@Posted: Tue Oct 10, 2006 2:52 pm :
You may get rid of issues related to shadows but you've done it in a way that's not especially FPS friendly in this engine.



dirk@Posted: Sun Oct 15, 2006 9:54 am :
i think he is right, next gen computing will handle on the displaying side a very high detailed scene, bu tim not sure if there are the z buffer shadows the best way to do the shadowing. maybe you get with shadowmaping (btw.shadowmap are not like static lightmaps ;) but it works close to, but refresh every frame or how often you want ;).) a better result with a better performance. is it possible to use shadowmaps in doom3? ihave nothing read about this. shadowmaps are often the better solution for displaying realistic looking shadows and you get an shadow back just from a single faces (3verst), tahts not bad. but im not a coder, just a artist, but im intressed in the logical ways behind.

i like this head, is still a to high res mesh but if you dont want to display much of these characters at the same time, it should no be a problem.

btw.(polyg means much edges ;) ) so 4200 is very relativ, not in your case i can see your wire, but it can also means 1000000000000000000 of tris. important is the vertex count!


btw, im very interested in your good models ;)



psychoart@Posted: Sun Oct 08, 2006 10:19 am :
low poly head 4200 polys :P


http://img218.imageshack.us/img218/8753/wirenx5.jpg

http://img218.imageshack.us/img218/9838/meshqe6.jpg

http://img218.imageshack.us/img218/8296/shadnatosr9.jpg

http://img225.imageshack.us/img225/1764/allxp5.jpg

http://img154.imageshack.us/img154/9758/renedersgu0.jpg



6th Venom@Posted: Sun Oct 08, 2006 10:33 am :
Wow! (8400 tris???)



psychoart@Posted: Sun Oct 08, 2006 11:47 am :
4200 tris ;) when i say polygons i mean tris :)



6th Venom@Posted: Sun Oct 08, 2006 1:15 pm :
I made experiences with highpoly heads into d3, selfshadows experiences.
And i'm pretty sure yours will render great with selfshadows, did you already export him to D3?



BJA@Posted: Sun Oct 08, 2006 1:17 pm :
Awesome model! I really like the skin shader (or is it a texture ?) but that fold between the lower lip and the chin looks a bit strange to me. Can't wait to see the rest of the model.



Regulator@Posted: Sun Oct 08, 2006 1:43 pm :
Looks very nice. :shock: Reminds me of that old guy in HL2 Lost Coast.



jcdenton22@Posted: Sun Oct 08, 2006 2:38 pm :
Looks pretty awesome!!!!

Although, I think the neck part is little too flat for an old guy. The neck's got to have some wrinkles. Some bumpmapping would do.



psychoart@Posted: Sun Oct 08, 2006 3:14 pm :
thansk boys :) yes i know fo a some corrections ...

to see model selfshdow in doom 3 ask Oneofthe8devilz the model is made for him ;) ....



der_ton@Posted: Mon Oct 09, 2006 10:17 am :
That's a great model! Do you have threads of your projects on cgtalk, or do you have a website with your earlier projects? This surely wasn't your first one... :)



Oneofthe8devilz@Posted: Mon Oct 09, 2006 3:04 pm :
I'm having trouble to upload to google-video but will post the link as soon as it gets available....

The reason I asked him to increase the polycount was becasue I wanted to test how upping the polycount would improve the way selfshadows look in Doom³.

Next generation models have a polycount at about 10K, so I think this was a good count to work with.....

google-video-link: http://video.google.com/videoplay?docid ... 6414&hl=en

Image



Enforcer@Posted: Mon Oct 09, 2006 6:16 pm :
looks great nice job keep up the good work



ratty redemption@Posted: Mon Oct 09, 2006 9:00 pm :
excellent work again psychoart although I do agree his neck could do with more skin folds or something to make it look older :)

if you don`t mind me asking, how long does it take you on average to work on a model like this from scratch?



Enforcer@Posted: Mon Oct 09, 2006 11:23 pm :
Maya?



BNA!@Posted: Tue Oct 10, 2006 6:14 am :
That's excellent work I'd like to say!



psychoart@Posted: Tue Oct 10, 2006 10:19 am :
loooll very thansk boys :):oops:


ths soft is 3ds max and zbrush , and for some corrections on the neck and face i know ;) but this is only a test , a speed modeling ;) next model will be good ;)



kat@Posted: Tue Oct 10, 2006 11:28 am :
Oneofthe8devilz wrote:
...Next generation models have a polycount at about 10K, so I think this was a good count to work with...
True but the D3 engine is an exception to most other nextGen titles in that it uses only one method to light the world; other games use two or three different techniques to do the lighting (vertex lighting, Bloom, HDRI etc..), that means they can increase polycount and still get reasonable FPS.

Increasing polycount isn't really the issue as the engine can handle huge amounts, however you run a greater risk of FPS performance hits because of the way the lighting works.

It's pretty 'moot' actually that you'll get better shadows with higher polycount :wink:

@ psychoart : please try and keep your image 640 width, it just makes seeing the whole thin much easier (you can link out to much larger res images where necessary.

Having said that, damn nice work you have there. :wink:



BNA!@Posted: Tue Oct 10, 2006 2:31 pm :
kat wrote:
Increasing polycount isn't really the issue as the engine can handle huge amounts, however you run a greater risk of FPS performance hits because of the way the lighting works.


I think you got him wrong - my guess it's about self shadowing and the issues involved, especially shadow popping and the small one pixel shadows flickering like it's snowing.



kat@Posted: Tue Oct 10, 2006 2:52 pm :
You may get rid of issues related to shadows but you've done it in a way that's not especially FPS friendly in this engine.



dirk@Posted: Sun Oct 15, 2006 9:54 am :
i think he is right, next gen computing will handle on the displaying side a very high detailed scene, bu tim not sure if there are the z buffer shadows the best way to do the shadowing. maybe you get with shadowmaping (btw.shadowmap are not like static lightmaps ;) but it works close to, but refresh every frame or how often you want ;).) a better result with a better performance. is it possible to use shadowmaps in doom3? ihave nothing read about this. shadowmaps are often the better solution for displaying realistic looking shadows and you get an shadow back just from a single faces (3verst), tahts not bad. but im not a coder, just a artist, but im intressed in the logical ways behind.

i like this head, is still a to high res mesh but if you dont want to display much of these characters at the same time, it should no be a problem.

btw.(polyg means much edges ;) ) so 4200 is very relativ, not in your case i can see your wire, but it can also means 1000000000000000000 of tris. important is the vertex count!


btw, im very interested in your good models ;)



psychoart@Posted: Sun Oct 08, 2006 10:19 am :
low poly head 4200 polys :P


http://img218.imageshack.us/img218/8753/wirenx5.jpg

http://img218.imageshack.us/img218/9838/meshqe6.jpg

http://img218.imageshack.us/img218/8296/shadnatosr9.jpg

http://img225.imageshack.us/img225/1764/allxp5.jpg

http://img154.imageshack.us/img154/9758/renedersgu0.jpg



6th Venom@Posted: Sun Oct 08, 2006 10:33 am :
Wow! (8400 tris???)



psychoart@Posted: Sun Oct 08, 2006 11:47 am :
4200 tris ;) when i say polygons i mean tris :)



6th Venom@Posted: Sun Oct 08, 2006 1:15 pm :
I made experiences with highpoly heads into d3, selfshadows experiences.
And i'm pretty sure yours will render great with selfshadows, did you already export him to D3?



BJA@Posted: Sun Oct 08, 2006 1:17 pm :
Awesome model! I really like the skin shader (or is it a texture ?) but that fold between the lower lip and the chin looks a bit strange to me. Can't wait to see the rest of the model.



Regulator@Posted: Sun Oct 08, 2006 1:43 pm :
Looks very nice. :shock: Reminds me of that old guy in HL2 Lost Coast.



jcdenton22@Posted: Sun Oct 08, 2006 2:38 pm :
Looks pretty awesome!!!!

Although, I think the neck part is little too flat for an old guy. The neck's got to have some wrinkles. Some bumpmapping would do.



psychoart@Posted: Sun Oct 08, 2006 3:14 pm :
thansk boys :) yes i know fo a some corrections ...

to see model selfshdow in doom 3 ask Oneofthe8devilz the model is made for him ;) ....



der_ton@Posted: Mon Oct 09, 2006 10:17 am :
That's a great model! Do you have threads of your projects on cgtalk, or do you have a website with your earlier projects? This surely wasn't your first one... :)



Oneofthe8devilz@Posted: Mon Oct 09, 2006 3:04 pm :
I'm having trouble to upload to google-video but will post the link as soon as it gets available....

The reason I asked him to increase the polycount was becasue I wanted to test how upping the polycount would improve the way selfshadows look in Doom³.

Next generation models have a polycount at about 10K, so I think this was a good count to work with.....

google-video-link: http://video.google.com/videoplay?docid ... 6414&hl=en

Image



Enforcer@Posted: Mon Oct 09, 2006 6:16 pm :
looks great nice job keep up the good work



ratty redemption@Posted: Mon Oct 09, 2006 9:00 pm :
excellent work again psychoart although I do agree his neck could do with more skin folds or something to make it look older :)

if you don`t mind me asking, how long does it take you on average to work on a model like this from scratch?



Enforcer@Posted: Mon Oct 09, 2006 11:23 pm :
Maya?



BNA!@Posted: Tue Oct 10, 2006 6:14 am :
That's excellent work I'd like to say!



psychoart@Posted: Tue Oct 10, 2006 10:19 am :
loooll very thansk boys :):oops:


ths soft is 3ds max and zbrush , and for some corrections on the neck and face i know ;) but this is only a test , a speed modeling ;) next model will be good ;)



kat@Posted: Tue Oct 10, 2006 11:28 am :
Oneofthe8devilz wrote:
...Next generation models have a polycount at about 10K, so I think this was a good count to work with...
True but the D3 engine is an exception to most other nextGen titles in that it uses only one method to light the world; other games use two or three different techniques to do the lighting (vertex lighting, Bloom, HDRI etc..), that means they can increase polycount and still get reasonable FPS.

Increasing polycount isn't really the issue as the engine can handle huge amounts, however you run a greater risk of FPS performance hits because of the way the lighting works.

It's pretty 'moot' actually that you'll get better shadows with higher polycount :wink:

@ psychoart : please try and keep your image 640 width, it just makes seeing the whole thin much easier (you can link out to much larger res images where necessary.

Having said that, damn nice work you have there. :wink:



BNA!@Posted: Tue Oct 10, 2006 2:31 pm :
kat wrote:
Increasing polycount isn't really the issue as the engine can handle huge amounts, however you run a greater risk of FPS performance hits because of the way the lighting works.


I think you got him wrong - my guess it's about self shadowing and the issues involved, especially shadow popping and the small one pixel shadows flickering like it's snowing.



kat@Posted: Tue Oct 10, 2006 2:52 pm :
You may get rid of issues related to shadows but you've done it in a way that's not especially FPS friendly in this engine.



dirk@Posted: Sun Oct 15, 2006 9:54 am :
i think he is right, next gen computing will handle on the displaying side a very high detailed scene, bu tim not sure if there are the z buffer shadows the best way to do the shadowing. maybe you get with shadowmaping (btw.shadowmap are not like static lightmaps ;) but it works close to, but refresh every frame or how often you want ;).) a better result with a better performance. is it possible to use shadowmaps in doom3? ihave nothing read about this. shadowmaps are often the better solution for displaying realistic looking shadows and you get an shadow back just from a single faces (3verst), tahts not bad. but im not a coder, just a artist, but im intressed in the logical ways behind.

i like this head, is still a to high res mesh but if you dont want to display much of these characters at the same time, it should no be a problem.

btw.(polyg means much edges ;) ) so 4200 is very relativ, not in your case i can see your wire, but it can also means 1000000000000000000 of tris. important is the vertex count!


btw, im very interested in your good models ;)



psychoart@Posted: Sun Oct 08, 2006 10:19 am :
low poly head 4200 polys :P


http://img218.imageshack.us/img218/8753/wirenx5.jpg

http://img218.imageshack.us/img218/9838/meshqe6.jpg

http://img218.imageshack.us/img218/8296/shadnatosr9.jpg

http://img225.imageshack.us/img225/1764/allxp5.jpg

http://img154.imageshack.us/img154/9758/renedersgu0.jpg



6th Venom@Posted: Sun Oct 08, 2006 10:33 am :
Wow! (8400 tris???)



psychoart@Posted: Sun Oct 08, 2006 11:47 am :
4200 tris ;) when i say polygons i mean tris :)



6th Venom@Posted: Sun Oct 08, 2006 1:15 pm :
I made experiences with highpoly heads into d3, selfshadows experiences.
And i'm pretty sure yours will render great with selfshadows, did you already export him to D3?



BJA@Posted: Sun Oct 08, 2006 1:17 pm :
Awesome model! I really like the skin shader (or is it a texture ?) but that fold between the lower lip and the chin looks a bit strange to me. Can't wait to see the rest of the model.



Regulator@Posted: Sun Oct 08, 2006 1:43 pm :
Looks very nice. :shock: Reminds me of that old guy in HL2 Lost Coast.



jcdenton22@Posted: Sun Oct 08, 2006 2:38 pm :
Looks pretty awesome!!!!

Although, I think the neck part is little too flat for an old guy. The neck's got to have some wrinkles. Some bumpmapping would do.



psychoart@Posted: Sun Oct 08, 2006 3:14 pm :
thansk boys :) yes i know fo a some corrections ...

to see model selfshdow in doom 3 ask Oneofthe8devilz the model is made for him ;) ....



der_ton@Posted: Mon Oct 09, 2006 10:17 am :
That's a great model! Do you have threads of your projects on cgtalk, or do you have a website with your earlier projects? This surely wasn't your first one... :)



Oneofthe8devilz@Posted: Mon Oct 09, 2006 3:04 pm :
I'm having trouble to upload to google-video but will post the link as soon as it gets available....

The reason I asked him to increase the polycount was becasue I wanted to test how upping the polycount would improve the way selfshadows look in Doom³.

Next generation models have a polycount at about 10K, so I think this was a good count to work with.....

google-video-link: http://video.google.com/videoplay?docid ... 6414&hl=en

Image



Enforcer@Posted: Mon Oct 09, 2006 6:16 pm :
looks great nice job keep up the good work



ratty redemption@Posted: Mon Oct 09, 2006 9:00 pm :
excellent work again psychoart although I do agree his neck could do with more skin folds or something to make it look older :)

if you don`t mind me asking, how long does it take you on average to work on a model like this from scratch?



Enforcer@Posted: Mon Oct 09, 2006 11:23 pm :
Maya?



BNA!@Posted: Tue Oct 10, 2006 6:14 am :
That's excellent work I'd like to say!



psychoart@Posted: Tue Oct 10, 2006 10:19 am :
loooll very thansk boys :):oops:


ths soft is 3ds max and zbrush , and for some corrections on the neck and face i know ;) but this is only a test , a speed modeling ;) next model will be good ;)



kat@Posted: Tue Oct 10, 2006 11:28 am :
Oneofthe8devilz wrote:
...Next generation models have a polycount at about 10K, so I think this was a good count to work with...
True but the D3 engine is an exception to most other nextGen titles in that it uses only one method to light the world; other games use two or three different techniques to do the lighting (vertex lighting, Bloom, HDRI etc..), that means they can increase polycount and still get reasonable FPS.

Increasing polycount isn't really the issue as the engine can handle huge amounts, however you run a greater risk of FPS performance hits because of the way the lighting works.

It's pretty 'moot' actually that you'll get better shadows with higher polycount :wink:

@ psychoart : please try and keep your image 640 width, it just makes seeing the whole thin much easier (you can link out to much larger res images where necessary.

Having said that, damn nice work you have there. :wink:



BNA!@Posted: Tue Oct 10, 2006 2:31 pm :
kat wrote:
Increasing polycount isn't really the issue as the engine can handle huge amounts, however you run a greater risk of FPS performance hits because of the way the lighting works.


I think you got him wrong - my guess it's about self shadowing and the issues involved, especially shadow popping and the small one pixel shadows flickering like it's snowing.



kat@Posted: Tue Oct 10, 2006 2:52 pm :
You may get rid of issues related to shadows but you've done it in a way that's not especially FPS friendly in this engine.



dirk@Posted: Sun Oct 15, 2006 9:54 am :
i think he is right, next gen computing will handle on the displaying side a very high detailed scene, bu tim not sure if there are the z buffer shadows the best way to do the shadowing. maybe you get with shadowmaping (btw.shadowmap are not like static lightmaps ;) but it works close to, but refresh every frame or how often you want ;).) a better result with a better performance. is it possible to use shadowmaps in doom3? ihave nothing read about this. shadowmaps are often the better solution for displaying realistic looking shadows and you get an shadow back just from a single faces (3verst), tahts not bad. but im not a coder, just a artist, but im intressed in the logical ways behind.

i like this head, is still a to high res mesh but if you dont want to display much of these characters at the same time, it should no be a problem.

btw.(polyg means much edges ;) ) so 4200 is very relativ, not in your case i can see your wire, but it can also means 1000000000000000000 of tris. important is the vertex count!


btw, im very interested in your good models ;)



psychoart@Posted: Sun Oct 08, 2006 10:19 am :
low poly head 4200 polys :P


http://img218.imageshack.us/img218/8753/wirenx5.jpg

http://img218.imageshack.us/img218/9838/meshqe6.jpg

http://img218.imageshack.us/img218/8296/shadnatosr9.jpg

http://img225.imageshack.us/img225/1764/allxp5.jpg

http://img154.imageshack.us/img154/9758/renedersgu0.jpg



6th Venom@Posted: Sun Oct 08, 2006 10:33 am :
Wow! (8400 tris???)



psychoart@Posted: Sun Oct 08, 2006 11:47 am :
4200 tris ;) when i say polygons i mean tris :)



6th Venom@Posted: Sun Oct 08, 2006 1:15 pm :
I made experiences with highpoly heads into d3, selfshadows experiences.
And i'm pretty sure yours will render great with selfshadows, did you already export him to D3?



BJA@Posted: Sun Oct 08, 2006 1:17 pm :
Awesome model! I really like the skin shader (or is it a texture ?) but that fold between the lower lip and the chin looks a bit strange to me. Can't wait to see the rest of the model.



Regulator@Posted: Sun Oct 08, 2006 1:43 pm :
Looks very nice. :shock: Reminds me of that old guy in HL2 Lost Coast.



jcdenton22@Posted: Sun Oct 08, 2006 2:38 pm :
Looks pretty awesome!!!!

Although, I think the neck part is little too flat for an old guy. The neck's got to have some wrinkles. Some bumpmapping would do.



psychoart@Posted: Sun Oct 08, 2006 3:14 pm :
thansk boys :) yes i know fo a some corrections ...

to see model selfshdow in doom 3 ask Oneofthe8devilz the model is made for him ;) ....



der_ton@Posted: Mon Oct 09, 2006 10:17 am :
That's a great model! Do you have threads of your projects on cgtalk, or do you have a website with your earlier projects? This surely wasn't your first one... :)



Oneofthe8devilz@Posted: Mon Oct 09, 2006 3:04 pm :
I'm having trouble to upload to google-video but will post the link as soon as it gets available....

The reason I asked him to increase the polycount was becasue I wanted to test how upping the polycount would improve the way selfshadows look in Doom³.

Next generation models have a polycount at about 10K, so I think this was a good count to work with.....

google-video-link: http://video.google.com/videoplay?docid ... 6414&hl=en

Image



Enforcer@Posted: Mon Oct 09, 2006 6:16 pm :
looks great nice job keep up the good work



ratty redemption@Posted: Mon Oct 09, 2006 9:00 pm :
excellent work again psychoart although I do agree his neck could do with more skin folds or something to make it look older :)

if you don`t mind me asking, how long does it take you on average to work on a model like this from scratch?



Enforcer@Posted: Mon Oct 09, 2006 11:23 pm :
Maya?



BNA!@Posted: Tue Oct 10, 2006 6:14 am :
That's excellent work I'd like to say!



psychoart@Posted: Tue Oct 10, 2006 10:19 am :
loooll very thansk boys :):oops:


ths soft is 3ds max and zbrush , and for some corrections on the neck and face i know ;) but this is only a test , a speed modeling ;) next model will be good ;)



kat@Posted: Tue Oct 10, 2006 11:28 am :
Oneofthe8devilz wrote:
...Next generation models have a polycount at about 10K, so I think this was a good count to work with...
True but the D3 engine is an exception to most other nextGen titles in that it uses only one method to light the world; other games use two or three different techniques to do the lighting (vertex lighting, Bloom, HDRI etc..), that means they can increase polycount and still get reasonable FPS.

Increasing polycount isn't really the issue as the engine can handle huge amounts, however you run a greater risk of FPS performance hits because of the way the lighting works.

It's pretty 'moot' actually that you'll get better shadows with higher polycount :wink:

@ psychoart : please try and keep your image 640 width, it just makes seeing the whole thin much easier (you can link out to much larger res images where necessary.

Having said that, damn nice work you have there. :wink:



BNA!@Posted: Tue Oct 10, 2006 2:31 pm :
kat wrote:
Increasing polycount isn't really the issue as the engine can handle huge amounts, however you run a greater risk of FPS performance hits because of the way the lighting works.


I think you got him wrong - my guess it's about self shadowing and the issues involved, especially shadow popping and the small one pixel shadows flickering like it's snowing.



kat@Posted: Tue Oct 10, 2006 2:52 pm :
You may get rid of issues related to shadows but you've done it in a way that's not especially FPS friendly in this engine.



dirk@Posted: Sun Oct 15, 2006 9:54 am :
i think he is right, next gen computing will handle on the displaying side a very high detailed scene, bu tim not sure if there are the z buffer shadows the best way to do the shadowing. maybe you get with shadowmaping (btw.shadowmap are not like static lightmaps ;) but it works close to, but refresh every frame or how often you want ;).) a better result with a better performance. is it possible to use shadowmaps in doom3? ihave nothing read about this. shadowmaps are often the better solution for displaying realistic looking shadows and you get an shadow back just from a single faces (3verst), tahts not bad. but im not a coder, just a artist, but im intressed in the logical ways behind.

i like this head, is still a to high res mesh but if you dont want to display much of these characters at the same time, it should no be a problem.

btw.(polyg means much edges ;) ) so 4200 is very relativ, not in your case i can see your wire, but it can also means 1000000000000000000 of tris. important is the vertex count!


btw, im very interested in your good models ;)



psychoart@Posted: Sun Oct 08, 2006 10:19 am :
low poly head 4200 polys :P


http://img218.imageshack.us/img218/8753/wirenx5.jpg

http://img218.imageshack.us/img218/9838/meshqe6.jpg

http://img218.imageshack.us/img218/8296/shadnatosr9.jpg

http://img225.imageshack.us/img225/1764/allxp5.jpg

http://img154.imageshack.us/img154/9758/renedersgu0.jpg



6th Venom@Posted: Sun Oct 08, 2006 10:33 am :
Wow! (8400 tris???)



psychoart@Posted: Sun Oct 08, 2006 11:47 am :
4200 tris ;) when i say polygons i mean tris :)



6th Venom@Posted: Sun Oct 08, 2006 1:15 pm :
I made experiences with highpoly heads into d3, selfshadows experiences.
And i'm pretty sure yours will render great with selfshadows, did you already export him to D3?



BJA@Posted: Sun Oct 08, 2006 1:17 pm :
Awesome model! I really like the skin shader (or is it a texture ?) but that fold between the lower lip and the chin looks a bit strange to me. Can't wait to see the rest of the model.



Regulator@Posted: Sun Oct 08, 2006 1:43 pm :
Looks very nice. :shock: Reminds me of that old guy in HL2 Lost Coast.



jcdenton22@Posted: Sun Oct 08, 2006 2:38 pm :
Looks pretty awesome!!!!

Although, I think the neck part is little too flat for an old guy. The neck's got to have some wrinkles. Some bumpmapping would do.



psychoart@Posted: Sun Oct 08, 2006 3:14 pm :
thansk boys :) yes i know fo a some corrections ...

to see model selfshdow in doom 3 ask Oneofthe8devilz the model is made for him ;) ....



der_ton@Posted: Mon Oct 09, 2006 10:17 am :
That's a great model! Do you have threads of your projects on cgtalk, or do you have a website with your earlier projects? This surely wasn't your first one... :)



Oneofthe8devilz@Posted: Mon Oct 09, 2006 3:04 pm :
I'm having trouble to upload to google-video but will post the link as soon as it gets available....

The reason I asked him to increase the polycount was becasue I wanted to test how upping the polycount would improve the way selfshadows look in Doom³.

Next generation models have a polycount at about 10K, so I think this was a good count to work with.....

google-video-link: http://video.google.com/videoplay?docid ... 6414&hl=en

Image



Enforcer@Posted: Mon Oct 09, 2006 6:16 pm :
looks great nice job keep up the good work



ratty redemption@Posted: Mon Oct 09, 2006 9:00 pm :
excellent work again psychoart although I do agree his neck could do with more skin folds or something to make it look older :)

if you don`t mind me asking, how long does it take you on average to work on a model like this from scratch?



Enforcer@Posted: Mon Oct 09, 2006 11:23 pm :
Maya?



BNA!@Posted: Tue Oct 10, 2006 6:14 am :
That's excellent work I'd like to say!



psychoart@Posted: Tue Oct 10, 2006 10:19 am :
loooll very thansk boys :):oops:


ths soft is 3ds max and zbrush , and for some corrections on the neck and face i know ;) but this is only a test , a speed modeling ;) next model will be good ;)



kat@Posted: Tue Oct 10, 2006 11:28 am :
Oneofthe8devilz wrote:
...Next generation models have a polycount at about 10K, so I think this was a good count to work with...
True but the D3 engine is an exception to most other nextGen titles in that it uses only one method to light the world; other games use two or three different techniques to do the lighting (vertex lighting, Bloom, HDRI etc..), that means they can increase polycount and still get reasonable FPS.

Increasing polycount isn't really the issue as the engine can handle huge amounts, however you run a greater risk of FPS performance hits because of the way the lighting works.

It's pretty 'moot' actually that you'll get better shadows with higher polycount :wink:

@ psychoart : please try and keep your image 640 width, it just makes seeing the whole thin much easier (you can link out to much larger res images where necessary.

Having said that, damn nice work you have there. :wink:



BNA!@Posted: Tue Oct 10, 2006 2:31 pm :
kat wrote:
Increasing polycount isn't really the issue as the engine can handle huge amounts, however you run a greater risk of FPS performance hits because of the way the lighting works.


I think you got him wrong - my guess it's about self shadowing and the issues involved, especially shadow popping and the small one pixel shadows flickering like it's snowing.



kat@Posted: Tue Oct 10, 2006 2:52 pm :
You may get rid of issues related to shadows but you've done it in a way that's not especially FPS friendly in this engine.



dirk@Posted: Sun Oct 15, 2006 9:54 am :
i think he is right, next gen computing will handle on the displaying side a very high detailed scene, bu tim not sure if there are the z buffer shadows the best way to do the shadowing. maybe you get with shadowmaping (btw.shadowmap are not like static lightmaps ;) but it works close to, but refresh every frame or how often you want ;).) a better result with a better performance. is it possible to use shadowmaps in doom3? ihave nothing read about this. shadowmaps are often the better solution for displaying realistic looking shadows and you get an shadow back just from a single faces (3verst), tahts not bad. but im not a coder, just a artist, but im intressed in the logical ways behind.

i like this head, is still a to high res mesh but if you dont want to display much of these characters at the same time, it should no be a problem.

btw.(polyg means much edges ;) ) so 4200 is very relativ, not in your case i can see your wire, but it can also means 1000000000000000000 of tris. important is the vertex count!


btw, im very interested in your good models ;)



psychoart@Posted: Sun Oct 08, 2006 10:19 am :
low poly head 4200 polys :P


http://img218.imageshack.us/img218/8753/wirenx5.jpg

http://img218.imageshack.us/img218/9838/meshqe6.jpg

http://img218.imageshack.us/img218/8296/shadnatosr9.jpg

http://img225.imageshack.us/img225/1764/allxp5.jpg

http://img154.imageshack.us/img154/9758/renedersgu0.jpg



6th Venom@Posted: Sun Oct 08, 2006 10:33 am :
Wow! (8400 tris???)



psychoart@Posted: Sun Oct 08, 2006 11:47 am :
4200 tris ;) when i say polygons i mean tris :)



6th Venom@Posted: Sun Oct 08, 2006 1:15 pm :
I made experiences with highpoly heads into d3, selfshadows experiences.
And i'm pretty sure yours will render great with selfshadows, did you already export him to D3?



BJA@Posted: Sun Oct 08, 2006 1:17 pm :
Awesome model! I really like the skin shader (or is it a texture ?) but that fold between the lower lip and the chin looks a bit strange to me. Can't wait to see the rest of the model.



Regulator@Posted: Sun Oct 08, 2006 1:43 pm :
Looks very nice. :shock: Reminds me of that old guy in HL2 Lost Coast.



jcdenton22@Posted: Sun Oct 08, 2006 2:38 pm :
Looks pretty awesome!!!!

Although, I think the neck part is little too flat for an old guy. The neck's got to have some wrinkles. Some bumpmapping would do.



psychoart@Posted: Sun Oct 08, 2006 3:14 pm :
thansk boys :) yes i know fo a some corrections ...

to see model selfshdow in doom 3 ask Oneofthe8devilz the model is made for him ;) ....



der_ton@Posted: Mon Oct 09, 2006 10:17 am :
That's a great model! Do you have threads of your projects on cgtalk, or do you have a website with your earlier projects? This surely wasn't your first one... :)



Oneofthe8devilz@Posted: Mon Oct 09, 2006 3:04 pm :
I'm having trouble to upload to google-video but will post the link as soon as it gets available....

The reason I asked him to increase the polycount was becasue I wanted to test how upping the polycount would improve the way selfshadows look in Doom³.

Next generation models have a polycount at about 10K, so I think this was a good count to work with.....

google-video-link: http://video.google.com/videoplay?docid ... 6414&hl=en

Image



Enforcer@Posted: Mon Oct 09, 2006 6:16 pm :
looks great nice job keep up the good work



ratty redemption@Posted: Mon Oct 09, 2006 9:00 pm :
excellent work again psychoart although I do agree his neck could do with more skin folds or something to make it look older :)

if you don`t mind me asking, how long does it take you on average to work on a model like this from scratch?



Enforcer@Posted: Mon Oct 09, 2006 11:23 pm :
Maya?



BNA!@Posted: Tue Oct 10, 2006 6:14 am :
That's excellent work I'd like to say!



psychoart@Posted: Tue Oct 10, 2006 10:19 am :
loooll very thansk boys :):oops:


ths soft is 3ds max and zbrush , and for some corrections on the neck and face i know ;) but this is only a test , a speed modeling ;) next model will be good ;)



kat@Posted: Tue Oct 10, 2006 11:28 am :
Oneofthe8devilz wrote:
...Next generation models have a polycount at about 10K, so I think this was a good count to work with...
True but the D3 engine is an exception to most other nextGen titles in that it uses only one method to light the world; other games use two or three different techniques to do the lighting (vertex lighting, Bloom, HDRI etc..), that means they can increase polycount and still get reasonable FPS.

Increasing polycount isn't really the issue as the engine can handle huge amounts, however you run a greater risk of FPS performance hits because of the way the lighting works.

It's pretty 'moot' actually that you'll get better shadows with higher polycount :wink:

@ psychoart : please try and keep your image 640 width, it just makes seeing the whole thin much easier (you can link out to much larger res images where necessary.

Having said that, damn nice work you have there. :wink:



BNA!@Posted: Tue Oct 10, 2006 2:31 pm :
kat wrote:
Increasing polycount isn't really the issue as the engine can handle huge amounts, however you run a greater risk of FPS performance hits because of the way the lighting works.


I think you got him wrong - my guess it's about self shadowing and the issues involved, especially shadow popping and the small one pixel shadows flickering like it's snowing.



kat@Posted: Tue Oct 10, 2006 2:52 pm :
You may get rid of issues related to shadows but you've done it in a way that's not especially FPS friendly in this engine.



dirk@Posted: Sun Oct 15, 2006 9:54 am :
i think he is right, next gen computing will handle on the displaying side a very high detailed scene, bu tim not sure if there are the z buffer shadows the best way to do the shadowing. maybe you get with shadowmaping (btw.shadowmap are not like static lightmaps ;) but it works close to, but refresh every frame or how often you want ;).) a better result with a better performance. is it possible to use shadowmaps in doom3? ihave nothing read about this. shadowmaps are often the better solution for displaying realistic looking shadows and you get an shadow back just from a single faces (3verst), tahts not bad. but im not a coder, just a artist, but im intressed in the logical ways behind.

i like this head, is still a to high res mesh but if you dont want to display much of these characters at the same time, it should no be a problem.

btw.(polyg means much edges ;) ) so 4200 is very relativ, not in your case i can see your wire, but it can also means 1000000000000000000 of tris. important is the vertex count!


btw, im very interested in your good models ;)



psychoart@Posted: Sun Oct 08, 2006 10:19 am :
low poly head 4200 polys :P


http://img218.imageshack.us/img218/8753/wirenx5.jpg

http://img218.imageshack.us/img218/9838/meshqe6.jpg

http://img218.imageshack.us/img218/8296/shadnatosr9.jpg

http://img225.imageshack.us/img225/1764/allxp5.jpg

http://img154.imageshack.us/img154/9758/renedersgu0.jpg



6th Venom@Posted: Sun Oct 08, 2006 10:33 am :
Wow! (8400 tris???)



psychoart@Posted: Sun Oct 08, 2006 11:47 am :
4200 tris ;) when i say polygons i mean tris :)



6th Venom@Posted: Sun Oct 08, 2006 1:15 pm :
I made experiences with highpoly heads into d3, selfshadows experiences.
And i'm pretty sure yours will render great with selfshadows, did you already export him to D3?



BJA@Posted: Sun Oct 08, 2006 1:17 pm :
Awesome model! I really like the skin shader (or is it a texture ?) but that fold between the lower lip and the chin looks a bit strange to me. Can't wait to see the rest of the model.



Regulator@Posted: Sun Oct 08, 2006 1:43 pm :
Looks very nice. :shock: Reminds me of that old guy in HL2 Lost Coast.



jcdenton22@Posted: Sun Oct 08, 2006 2:38 pm :
Looks pretty awesome!!!!

Although, I think the neck part is little too flat for an old guy. The neck's got to have some wrinkles. Some bumpmapping would do.



psychoart@Posted: Sun Oct 08, 2006 3:14 pm :
thansk boys :) yes i know fo a some corrections ...

to see model selfshdow in doom 3 ask Oneofthe8devilz the model is made for him ;) ....



der_ton@Posted: Mon Oct 09, 2006 10:17 am :
That's a great model! Do you have threads of your projects on cgtalk, or do you have a website with your earlier projects? This surely wasn't your first one... :)



Oneofthe8devilz@Posted: Mon Oct 09, 2006 3:04 pm :
I'm having trouble to upload to google-video but will post the link as soon as it gets available....

The reason I asked him to increase the polycount was becasue I wanted to test how upping the polycount would improve the way selfshadows look in Doom³.

Next generation models have a polycount at about 10K, so I think this was a good count to work with.....

google-video-link: http://video.google.com/videoplay?docid ... 6414&hl=en

Image



Enforcer@Posted: Mon Oct 09, 2006 6:16 pm :
looks great nice job keep up the good work



ratty redemption@Posted: Mon Oct 09, 2006 9:00 pm :
excellent work again psychoart although I do agree his neck could do with more skin folds or something to make it look older :)

if you don`t mind me asking, how long does it take you on average to work on a model like this from scratch?



Enforcer@Posted: Mon Oct 09, 2006 11:23 pm :
Maya?



BNA!@Posted: Tue Oct 10, 2006 6:14 am :
That's excellent work I'd like to say!



psychoart@Posted: Tue Oct 10, 2006 10:19 am :
loooll very thansk boys :):oops:


ths soft is 3ds max and zbrush , and for some corrections on the neck and face i know ;) but this is only a test , a speed modeling ;) next model will be good ;)



kat@Posted: Tue Oct 10, 2006 11:28 am :
Oneofthe8devilz wrote:
...Next generation models have a polycount at about 10K, so I think this was a good count to work with...
True but the D3 engine is an exception to most other nextGen titles in that it uses only one method to light the world; other games use two or three different techniques to do the lighting (vertex lighting, Bloom, HDRI etc..), that means they can increase polycount and still get reasonable FPS.

Increasing polycount isn't really the issue as the engine can handle huge amounts, however you run a greater risk of FPS performance hits because of the way the lighting works.

It's pretty 'moot' actually that you'll get better shadows with higher polycount :wink:

@ psychoart : please try and keep your image 640 width, it just makes seeing the whole thin much easier (you can link out to much larger res images where necessary.

Having said that, damn nice work you have there. :wink:



BNA!@Posted: Tue Oct 10, 2006 2:31 pm :
kat wrote:
Increasing polycount isn't really the issue as the engine can handle huge amounts, however you run a greater risk of FPS performance hits because of the way the lighting works.


I think you got him wrong - my guess it's about self shadowing and the issues involved, especially shadow popping and the small one pixel shadows flickering like it's snowing.



kat@Posted: Tue Oct 10, 2006 2:52 pm :
You may get rid of issues related to shadows but you've done it in a way that's not especially FPS friendly in this engine.



dirk@Posted: Sun Oct 15, 2006 9:54 am :
i think he is right, next gen computing will handle on the displaying side a very high detailed scene, bu tim not sure if there are the z buffer shadows the best way to do the shadowing. maybe you get with shadowmaping (btw.shadowmap are not like static lightmaps ;) but it works close to, but refresh every frame or how often you want ;).) a better result with a better performance. is it possible to use shadowmaps in doom3? ihave nothing read about this. shadowmaps are often the better solution for displaying realistic looking shadows and you get an shadow back just from a single faces (3verst), tahts not bad. but im not a coder, just a artist, but im intressed in the logical ways behind.

i like this head, is still a to high res mesh but if you dont want to display much of these characters at the same time, it should no be a problem.

btw.(polyg means much edges ;) ) so 4200 is very relativ, not in your case i can see your wire, but it can also means 1000000000000000000 of tris. important is the vertex count!


btw, im very interested in your good models ;)