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Metropoly


gfa2
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I think I like these Metropoly people. I like how they interact with the GI. They aren't for close ups though. This rendering is for a military housing project so the "architecture" isn't exactly spectacular...but c&c welcomed.

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Yes, they look nice. However, they usually bring the file size up considerably (8Mb to 150MB for example). Also, you can crash your system or experience long loading times if you save a file that contains more than 8-10 meshes and try to open it again. My work around this problem is to set up a separated file with the meshes positioned in the right places and save it. Then merge the file into my main scene for rendering without saving. It is kind of a pain in the neck. I wish they could optimize them a bit more. They do look nice though.

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I haven't yet...but I was looking forward to trying them in animations. I've seen some animation that used them and I thought they looked pretty cool. That whole thing with rigging and/or using pre-rigged people is going to be a new adventure for me, but is sounds like fun.

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We rigged a bunch of metropoly people for an animation last year and I thought they looked great, though we didn't end up using them due to time constraints. If rigged correctly and animated with mocap data they can look remarkably real, moreso even than those stills as I feel like a lot of the poses are pretty stale. Almost as bad as RPC. ;-) Case in point the kid in the foreground looks exceptionally akward with his t-rex arms.

 

As long as you can position them in your scene such that you can't make out their monkey faces, these dudes are definitely the way to go as far as people content.

 

Shaun

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I looked at these people for a long time before I purchased them; one of the reasons was that I don't now squat about animating people. I thought that using them would be as easy as dropping them in a scene, linking the MOCAP data and hitting render; it's a little more involved. Problem is the tutorials that come with them don't go into any great detail about how to fix problems when the mesh and MOCAP data comes together.

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