AT-AT

Discuss or ask critique about your current works
Forum rules
Important notice: All artwork submitted on our public gallery forums gallery forums may or may not be used by OTOY for publication on our website gallery.
If you do not want us to publish your art, please mention it in your post clearly. (put a very red small diagonal cross in the left right corner of the image)
Any images already published on the gallery will be removed if the original author asks us to do so.
We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and use pathtracing or PMC. Thanks for your attention, The OctaneRender Team.


For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.

This is necessary to avoid this forum being flooded by spam.
User avatar
ttaberna
Licensed Customer
Posts: 320
Joined: Sun Apr 04, 2010 8:02 pm
Location: BCN

Hi
Here it is a project I'm working on.
It is a mythical AT-AT from the Star Wars movie.
I'm in modeling proccess but I wanted to try with octane.
The import scale is bad, so there are some splotches in the image.
It is 4 million polys and some parts are not sub-d yet. I think I have to optimize the mesh.
I invented some parts.
C&C are wellcome
Attachments
atat_p1.jpg
Rampage IV Extreme+i7 3920k+2x GTX580 3GB+2x GTX470
User avatar
dave62
Licensed Customer
Posts: 310
Joined: Tue Oct 05, 2010 6:00 pm

4mio poly :shock: ..is there any mechanic inside;)
btw the wrong scaling seem do works as a nice dirtshader somehow:)

are you going to animate this later?

cheers dave
- Mint 10 64bit nvidia drv 260.19.29/cudatoolkit3.0 intel q6600, 4gbRAM, GTX470 1,2GB
- Mint 10 64bit/ Win7 64bit nvidia drv 260.19.29/cudatoolkit3.2 amd X6, 16gbRAM, 2x GTX580 3GB
->Octane 2.44/ Blender2.5x
GeoPappas
Licensed Customer
Posts: 429
Joined: Fri Mar 26, 2010 5:31 pm

4 million poly seems like a lot for a mesh like that.
User avatar
r4ytrace
Licensed Customer
Posts: 172
Joined: Thu Jan 20, 2011 12:42 am

looks cool - however I was also shocked by the polycount :p
zenonn
Licensed Customer
Posts: 75
Joined: Sat Mar 06, 2010 2:56 am
Location: USA

Nice Start but typically these types of models shouldn't use hypernurbs or turbosmoothing. At least not for all components, which might be the reason why your ploy counts are to high.
User avatar
dave62
Licensed Customer
Posts: 310
Joined: Tue Oct 05, 2010 6:00 pm

..turbo, hyper, mega;)
- a good place to learn about topology: http://www.subdivisionmodeling.com/forums/
or
http://www.subdivisionmodeling.com/foru ... .php?t=907
- Mint 10 64bit nvidia drv 260.19.29/cudatoolkit3.0 intel q6600, 4gbRAM, GTX470 1,2GB
- Mint 10 64bit/ Win7 64bit nvidia drv 260.19.29/cudatoolkit3.2 amd X6, 16gbRAM, 2x GTX580 3GB
->Octane 2.44/ Blender2.5x
User avatar
ttaberna
Licensed Customer
Posts: 320
Joined: Sun Apr 04, 2010 8:02 pm
Location: BCN

:D No mechanic parts inside :lol: I'm on the proccess so each one of your coments are great! Thanx!
I'll post the cleaner mesh renders later on!
Rampage IV Extreme+i7 3920k+2x GTX580 3GB+2x GTX470
User avatar
tubel
Licensed Customer
Posts: 57
Joined: Mon Aug 30, 2010 9:30 am
Location: Romania
Contact:

at 4mil polys inside your model i hope we will see this :D
Image
Win 7 Ultimate x64 | AMD Phenom II x4 810 2.60 Ghz | 8Gb Ram DDR3 | Archicad 16, Sketchup, Moi3d
User avatar
r4ytrace
Licensed Customer
Posts: 172
Joined: Thu Jan 20, 2011 12:42 am

woah I have that book I think - that's the Dorling Kindersley 'Star Wars Vehicles' book isn't it?
User avatar
r4ytrace
Licensed Customer
Posts: 172
Joined: Thu Jan 20, 2011 12:42 am

I like making things in Wings3D and then importing obj into blender - kinda forces you to be low poly eheh
Post Reply

Return to “Works In Progress”