Jump to content

A market for higher-res 3d people?


RyanSpaulding
 Share

Recommended Posts

  • Replies 67
  • Created
  • Last Reply

Top Posters In This Topic

Hey all,

 

I'm thinking maybe 10-15k for hi res...5-8k for the low res.

 

Ryan

 

is that what you are thinking of marketing them for? ;)

 

That is for one person or a set?

 

I do not use max so I would be out. but at that price I think it would be difficult to shift them.... if that is per person model....

 

 

 

Lee

Edited by leed
Link to comment
Share on other sites

Ryan

 

is that what you are thinking of marketing them for?

 

That is for one person or a set?

 

I do not use max so I would be out. but at that price I think it would be difficult to shift them.... if that is per person model....

 

Lee

 

im pretty sure he's talking poly counts there... 15k for a high res person is a tad pricey.

Link to comment
Share on other sites

id get some if they werent all beige highpanted, tucked in pale blue shirted, unsightly aliens.

 

being serious though its more the clothes style ,hair and overall body forms being good quality / contemporary looking than faces that matter, as I dont think Id ever use a 3d persons face close to a camera.

Link to comment
Share on other sites

being serious though its more the clothes style ,hair and overall body forms being good quality / contemporary looking than faces that matter, as I dont think Id ever use a 3d persons face close to a camera.

 

Mybe you would use them close to the camera if they looked good?

 

I know Ive had to put some 3ed people reasonably close u[p before and been a bit disappointed. Id buy them if they were reasonably priced and achieved good results.

 

My wishlist for this item would be something that comes ready rigged to go from low/medium to very high poly depending on proximity to the camera.

Link to comment
Share on other sites

Haha....yes, that is poly count, definitely.

 

The thing is, with ZBrush, it's much easier to do this sort of stuff than it was before. You can focus polys in specific areas...there would be a good amount on the face and appendages. It's also easy to step between SubDiv steps...so creating multiple models of various poly ranges is no problem at all. They'd likely include normal maps as well. All textures would be assembled using photos.

 

I'd likely make them available as singles AND sets. They'd be comparatively priced to others (not Rocketbox...oofda). W/o knowing how long these take...I'd say between $30-50 per model, discount on the bundles. What would be a good price?

 

They wouldn't be Max only...however, they'd be fully rigged in Max...maybe I could pay others to just rig them in various programs like Maya or Modo. As long as there's not huge issues, I'd like to make them available as .MAX, .OBJ, and .LWO files.

 

Textures would be layered PSDs (like Rocketbox) and high quality JPGs.

 

Plan would be do develop 10-20 to start. It will take some time...obviously. I'm just kind of sending out feelers to see if there's a market. 1st one given to a select few to get feedback on if I should pursue it or not. Obviously, this would all hinge on them being quality UP CLOSE.

Link to comment
Share on other sites

i think this is a very interesting prospect, but they would need to be super photoreal when rendered at, say, 1500px high so they could standup in a full res image.

 

off the top of my head, would you do various versions (mr, vray, f-render etc)?

groups or bundles according to style (office, smart casual, summery etc)?

preposed captures from walk cycles, for those who wouldn't necessarily require animated people and the hassle of dropping fully rigged models into a scene?

Link to comment
Share on other sites

Matt: There would definitely be both t-posed models and 'snapshots'...maybe 4 or 5 per model (idle, sitting, walking, action, ect). A lot of those specifics I couldn't say yet though...it's still in it's infancy. It'll be at least a month until the 1st would be ready...if even then (as I get married in 6 weeks...time may not permit until after). Not sure how they'd be bundled...nor the different render engines. I'd lean towards standard since its pretty easy to convert a solo UVWmap to whatever engine you'd need it for.

Link to comment
Share on other sites

i've always been reluctant to add people to any image (architectural sensibilities), but if/when pressed to do so, i think i would have some interest.

 

can you do characters by request ? maybe al gore (kidding)

Link to comment
Share on other sites

i've always been reluctant to add people to any image (architectural sensibilities), but if/when pressed to do so, i think i would have some interest.

 

can you do characters by request ? maybe al gore (kidding)

 

Haha. Already have a start. How's this?

 

hot_air.jpg

 

(kidding)

Link to comment
Share on other sites

i would be interested, possibly... i am not convinced that 3d people are the way to go, at least not with what is on the market. i tend to think there might be a better market high resolution for well dressed, stylish, contemporary 2d images of people that are alpha masked really really well. i am tired of renderings looking like a day at your favorite local theme park. sex sells, and well..... that is what we are in the business of doing, making things look sexy.

 

all that said, i think there is a market for your product.

Link to comment
Share on other sites

i would be interested, possibly... i am not convinced that 3d people are the way to go, at least not with what is on the market. i tend to think there might be a better market high resolution for well dressed, stylish, contemporary 2d images of people that are alpha masked really really well. i am tired of renderings looking like a day at your favorite local theme park. sex sells, and well..... that is what we are in the business of doing, making things look sexy.

 

all that said, i think there is a market for your product.

 

To a point, I agree. Problem is I dont think any of the current options REALLY think the process through. Such as, different lighting, different angles, ect. They also dont work for animations...and if you do not have a very photoreal render, they stick out like a sore thumb.

Link to comment
Share on other sites

To a point, I agree. Problem is I dont think any of the current options REALLY think the process through. Such as, different lighting, different angles, ect. They also dont work for animations...and if you do not have a very photoreal render, they stick out like a sore thumb.

 

But just the same as lighting being a problem on photographed people, realism is a problem on 3d people.

 

The plus side of 3d people is that they are easier to place in a scene, and you don't have to be skilled a skilled artist to make the comp look good.

 

Me want me some.....

http://thesartorialist.blogspot.com/

 

 

.

Link to comment
Share on other sites

Coming from a modelling world before stepping into the ArchViz world, I've been temped to model some figures. Unfortunately, most of my Organic Character modelling involves Space Marines, Ogres, and Mutanted Monsters. :)

 

I think there is a market for it, but I think the licensing would have to be fair to both the end user AND to yourself.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share


×
×
  • Create New...