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Crashmgn — DWIV modeling sheet

Published: 2009-05-20 12:39:22 +0000 UTC; Views: 18486; Favourites: 169; Downloads: 645
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Description modeling sheet of my dw char
some additional stuff here
beauty shot
winning pose
concept sheet
Related content
Comments: 64

Crashmgn In reply to ??? [2009-05-20 20:00:13 +0000 UTC]

thanks for the kind words and btw i've watched yr gallery and u have quite a lot DW renders and where is the finals?

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MDreed In reply to Crashmgn [2009-05-20 23:16:12 +0000 UTC]

o sorry, its the one with the front and the back view one 'DW Presentation Shot'. its a good experience to join this kind of competition haha. i wonder if there is any competition coming soon?

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Charochai In reply to ??? [2009-05-20 14:21:56 +0000 UTC]

what a great model. the details really nice.

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Crashmgn In reply to Charochai [2009-05-21 17:51:43 +0000 UTC]

thanks! glad u like it

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Final-23 [2009-05-20 12:50:05 +0000 UTC]

Huh? Those are interestingly many tris. How comes you're not using quads?

Regardless, this looks neat.

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Crashmgn In reply to Final-23 [2009-05-20 12:56:00 +0000 UTC]

thanks for yr comment pal
it's no use of dealing with quads only if u r building a low poly game model quads are only needed what u making a subD Hi-poly model

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Final-23 In reply to Crashmgn [2009-05-20 15:18:08 +0000 UTC]

Yes, I know about the general SubDivision rules, but I was also wondering because quads are said to be easier to animate. I don't have much knowledge there - it's just what I heard.

Also, Maya, eh? Hmm... Wish I could make models of 10m polys or more in 3ds Max. -.-

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Crashmgn In reply to Final-23 [2009-05-20 20:06:15 +0000 UTC]

well it's OK to animate tris the main problem for animation is a polycout if u have lot of polys it's hard to skin them properly tris are not a problem and btw all models will be converted into tris when the videocard process them so the main rule for the low-polys is to avoid the N-gons but tris and quads are no problem

max with the X64 OS can process more then 6m polys maya is pretty bad in this stuff

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Final-23 In reply to Crashmgn [2009-05-20 20:17:56 +0000 UTC]

Yes, I know they will be converted to tris anyway, that gave me several problems sometimes.
Thanks for explaining. ^^

Uhhm. My 32Bit 3ds Max crashes when rendering a million vertices. I don't know how the heck Vue deals with billions of polys within seconds, but I wish Max could do the same. -.-

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Crashmgn In reply to Final-23 [2009-05-20 20:27:57 +0000 UTC]

XSI can handle more of them i've loaded 4-6m into XSI on a 32bit system with no problem XSI is really optimized for the large polyconts x64 version can handle even more i can say that if u r planning to deal with the heavy scenes u need to have X64 system this will boost the amount of data u can load into any package without crashing

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Final-23 In reply to Crashmgn [2009-05-20 20:51:02 +0000 UTC]

Yes, now if settling for twice the amount of Bit was just a simple commandline-switch... <.<

I'm afraid I'll have to do a complete reformatting in order to do that. And that's quite extensive.

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Crashmgn In reply to Final-23 [2009-05-20 20:56:21 +0000 UTC]

yeah u need x64 OS like xp64 or vista64 and x64 versions of all yr packages this is quite troublesome

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Final-23 In reply to Crashmgn [2009-05-20 21:33:03 +0000 UTC]

Hum... Maybe, once I have time. We'll see. Thanks for your advice!

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