the belt fur is made from static particles, and the lichking helm is under development. I like to get particle systems in before i start skinning because i have to find people to skin it and particles are easy for me.
everything you see in this picture comes together for 49935 polys.
ok...too many polies...much to many... fur looks pretty strange...try a row of three planes...then skinned into fur.... many other places that could and should be lowered in polys...I can imagine that your computer gets realy tired after working on 3dsmax with this guy...dont fry your ram... Rajui:
just for curiosity for what ure going to use this?
uh... you know...thrill of modeling...for a cinematic thing...or something else....
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#9
you'll obviously do not understand the aspect of high-poly modeling. no offense, but i feel like i'm in a forum full of idiots. I don't use 3dsmax. i can get ALOT better tools free.
halo thats modeling cheaply. it's not even modeling. it's just crappy, halfway, looks only skinning; that only works from like four angles.
I enjoy modeling. i've been doing it for years. no actually this isn't my best work, far from it, but i thought i'd share it with you since it's warcraft-related.
im not even gonna update this here. you all dissapoint me.
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#12
yes i posted this to discuss something. though i do find it very pointless to discuss something no one understands. ill take that 'forum full of idiots' comment back since there some people i respect in this forum. I'd just rather discuss this with people who know alot about high-poly modeling and could give me helpful advice. there are only two people i could name that could do that (i will not give them for sentimental reasons). so ill just talk to people i know over AIM, MSN, etc.
no real offense meant; i just want to discuss this with people who know what i mean more, and i must've been wrong when i thought it was here.
I think the smooting groups on the chest area are messed up a little makes the cape and armor to "merge", if I'm right of course. The armor pads over his shoulders has the same smoothing problem, but the smooth groups are the last of the worries of a good modeler. The forehead is a little strange to me, maybe if you could give left or right side renders, I could judge those.
Good work is a weak word to say what you have shown us in those renders. Maybe when more is done or if you need info on the flaws, more people would discuss. Only if I could have such experience as you DDGNW, I could find more flaws.
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#14
thank you for the compliment Pike, and the coherent critique. ill PM you some renders of the head from a few angles, and you can judge from there if you think the forehead needs changing.