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Re: Athlete Model
[Re: Dan Silverman]
#184119
02/16/08 17:43
02/16/08 17:43
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Joined: Dec 2005
Posts: 478 India
msl_manni
Senior Member
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Senior Member
Joined: Dec 2005
Posts: 478
India
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please mind your language.
You seem to assume everything to your liking. The modeler has already said that the texture is of 1024x1024 and yet you assume that it is of 512x512. When I say that I am not going to re-uv or anything that you know of then still you insist that I am wrong. I think that you should appologise for this. You could challenge me by sending any model and see what I can do with it. Instead you talking [censored].
My Specialities Limited.
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Re: Athlete Model
[Re: msl_manni]
#184120
02/16/08 17:55
02/16/08 17:55
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Joined: Jul 2000
Posts: 11,321 Virginia, USA
Dan Silverman
Senior Expert
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Senior Expert
Joined: Jul 2000
Posts: 11,321
Virginia, USA
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Quote:
The modeler has already said that the texture is of 1024x1024 and yet you assume that it is of 512x512.
Please learn to read. I never said that it was a 512 x 512 texture. Here is my quote:
Quote:
It has a decent sized skin (1024 x 1024), but it looks like a model with a 512 x 512 skin.
Notice that I said, "It has a decent sized skin (1024 x 1024)". What does that mean? It means that I fully recognize that the skin used is 1024 x 1024 pixels (as he says in his original post). However, the details on the texture (or lack, thereof) do not make the model LOOK like it is using a 1024 skin, but rather one that LOOKS like a 512 skin. Get your facts straight or learn to read.
Quote:
please mind your language.
I did not cuss or swear. And, if you read what I wrote, then you will see that I told us BOTH to SHUT UP (not just you). The word "shut" is a common English word. It is not slang and it is not improper. It means: to close. To "shut up" is to stop speaking because the mouth is closed. In this case, it would mean to stop posting off topic in this thread and, yeah, I need to heed my own advice .
Quote:
When I say that I am not going to re-uv or anything that you know of then still you insist that I am wrong.
You're right. I am insisting that you are wrong or that you are over-simplifying the process. If I am wrong ... oh, well.
Quote:
I think that you should appologise for this.
Keep thinking. It will do you good. However, prove me wrong and I will. But your insistence does not prove anything. I can insist that I can fly, but that does not make it so.
Quote:
You could challenge me by sending any model and see what I can do with it. Instead you talking [censored].
Now who has to watch their language? Nothing I wrote had to be censored. Sheesh.
No. Sending you a model would prove nothing. I would not be able to see the process. I would only get back a completed model. Besides, I don't need you for this. I can easily do this myself. I was never doubting that you (or about anyone else) could reduce polygon counts on a model, do UV maps or any of that. I was only contending with your concept of being able to significantly reduce a mesh and not have to touch the UV map at all. There is always an in-between step from the original to the reduced model. It could be doing it by hand (i.e. a new UV map or tweaking the original) or using something like XSI's Gater to transfer the UV map.
No, go play nice somewhere. I don't intend to (play nice, that is ).
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Re: Athlete Model
[Re: msl_manni]
#184121
02/16/08 17:57
02/16/08 17:57
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Joined: Mar 2006
Posts: 2,758 Antwerp,Belgium
frazzle
Expert
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Expert
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
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As for the model itself, this looks done quite properly as far as I can look into it due to the small picture About the amount of polies, standards have rised thus putting in a 'few' extra polies wouldn't hurt AFAIK. Cheers Frazzle
Antec® Case Intel® X58 Chipset Intel® i7 975 Quad Core 8 GB RAM DDR3 SSD OCZ®-VERTEX2 3.5 x4 ; HD 600 GB NVIDIA® GeForce GTX 295 Memory 1795GB
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Re: Athlete Model
[Re: ryangregory]
#184123
02/16/08 19:10
02/16/08 19:10
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Joined: Jul 2000
Posts: 11,321 Virginia, USA
Dan Silverman
Senior Expert
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Senior Expert
Joined: Jul 2000
Posts: 11,321
Virginia, USA
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Hi Ryan, The model is good. Don't get me wrong. There is, these days, nothing wrong with a 5000 poly count model, either. The problem (from my perspective) is that the 5000 polys could have been used a bit better (i.e. re-look at the shoulders). I am a bit confused by these two statements, though: Quote:
I may be putting this up for sale, I'd like to know if this work is good enough for that and if so how much should models of this quality cost?
Quote:
however my client asked for a 10,000 poly model or a 5,000 poly depending on the time constraints.
If you made this model for a client, why are you considering selling it also?
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Re: Athlete Model
[Re: Dan Silverman]
#184126
02/17/08 04:32
02/17/08 04:32
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Joined: Dec 2005
Posts: 478 India
msl_manni
Senior Member
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Senior Member
Joined: Dec 2005
Posts: 478
India
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Dan, you are right about not being able to see the process. I dont want to disclose it for anybody.
But on for the record I would like to emphasise that it is a special process done in max and I am proud of the process that I have mastered. And if for any reason, anybody wants my services then they can contact me.
My Specialities Limited.
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Re: Athlete Model
[Re: msl_manni]
#184127
02/17/08 08:38
02/17/08 08:38
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Joined: Apr 2004
Posts: 431 Chile
Andvari
Senior Member
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Senior Member
Joined: Apr 2004
Posts: 431
Chile
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Well, it's not that hard to reduce the polycount when the model is textured. You just have to weld some vertices on the mesh and then, under the Edit UVW Map modifier, weld the UVW vertices that are broken after the poly reduction. Let me show an example We are going to weld the 4 vertices marked in red When the vertices are merged, the texture looks texture, cause the UVW vertices are broken Just Weld the broken UVW vertices and voila!
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