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lowpoly3d walking people


muzzy
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he look really good with GI.

 

He does.

 

But where the heck is that guy always running off to?

 

 

 

I just had another look at their collection of peeps. They look great. The sitting baby is way cute, and the toddler looks a lot like my boy. But this description belongs on engrish.com

 

Individual geometries may introduce modelling and texturing "errors" that are due to used technology and optimized cost-effort ratio and thus belong to the naturalistic nature of the collection.

 

Say what?

 

What has bothered me about their cars is that they do not have ONE UV map, but a small horde. Use six of their cars and you have a materials map mess on your hands. I have other low polygon cars that are built with a single UV map with an alpha channel. That is all you need, you could throw in a specular map if you really wanted to cover the bases... I hope these people models don't have multiple the materials.

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i purchased their cars and love them to bits. super real and fast rendering. as EBIII says, a load of materials get thrown in if you have several cars in the scene, but put these materials in tidy material trees in your 3d app and you never even notice they're there. C4D does material partitioning lovelyly.

 

As for the peeps? havent tried them, but if i ever need any these will certainly be the ones we purchase. (unless RPC is out for C4D by then)

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put these materials in tidy material trees in your 3d app and you never even notice they're there.

 

That's what I did since I used three of their cars for the hospital renderings I posted. But I would rather not have to deal with all those textures in the first place. Especially when I want to modify them. It is near impossible to metch what you do to one on the adjoining. I have tried working on them in BodyPaint, but I am more comfortable in Photoshop. I will email the low-poly makers and ask them if they will look into using one or at least fewer maps per model.

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you are correct. they do use so many maps per model, and it would be nice if they looked into this. the more maps the models use the more ram and longer render times the 3d app uses.

 

but on a personal note i find this a minor inconvenience compaired to the quality and price of these cars. if this is what i must endure for the quality i get then so be it. there's no close alternative at the mo.

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I have the free sample people that Richard use. For their still 3D people, they use single map, different than cars.

 

I am curious about their animated people. How easy/hard to make a walking movement for architectural animation ?

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Thanks Strat,

 

That is all about my thesis. It is motion entourage in architectural animations/representations.

 

I compare all the techniques green screen custom people, rpc, model people, etc.. Not only people but also other entourage elements (car, tree, fountain, etc.)

 

Since lowpolygon3d has a different approach than Marlin Studio & RPC, I just want to learn people's experience.

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Thanks Strat,

 

That is all about my thesis. It is motion entourage in architectural animations/representations.

 

I compare all the techniques green screen custom people, rpc, model people, etc.. Not only people but also other entourage elements (car, tree, fountain, etc.)

 

Since lowpolygon3d has a different approach than Marlin Studio & RPC, I just want to learn people's experience.

 

 

I suppose Lowpolygon3d people are good for GI because it gets proper reflection and lighting / shadow thus it blends in with the scene. RPC on the other hand do not... it just feel kinda odd and out of place most of the time when I try RPC people and they feel like photo cut-outs.

 

There is one thing I notice with lowpolygon3d.com's model though, those model are still too shiny sometimes, and doesn't quite look like skin. So there are a little tweaking needed (with some bump mapping too) and you should get a better result.

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Thank you Richard. Also lowpolygon3d still are not for close up camera views. You can easily see texture problems.

 

 

I suppose that's because the of the technique he use to make those models. I am guessing he use Photomodeling/photogrammetry software to make those, that's whythe materials, and UV are all kinda messy and hard to edit. The machined output are usually quite illogical.

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you are correct. they do use so many maps per model, and it would be nice if they looked into this. the more maps the models use the more ram and longer render times the 3d app uses.

 

but on a personal note i find this a minor inconvenience compaired to the quality and price of these cars. if this is what i must endure for the quality i get then so be it. there's no close alternative at the mo.

 

 

I am considering purchasing the cars. Any chance you could post a sample rendering with their cars?

 

Thanks,

Dean

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I just downloaded my demo.. rendering them out..

This is just a test render...

 

 

Ernest >> erm what?.. ugly? what's wrong with it? What's wrong with you! LOL !! I don't see anything wrong.. maybe only with the eyes...(there are some holes in it) but beside that.. they look heaps better than lowpolygon3d.com one....

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Ernest >> erm what?.. ugly? what's wrong with it?....

 

How can I explain this to a guy with a clownface avatar? Ugly? I think so, but maybe more not-quite human. Freaky, strange. Especially as illustrated on their own site.

 

At least the lowpoly collection has a cute kid or two.

 

 

Good people for digital rendering is still an open problem. I don't have a set solution to it, either.

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