Monster Remodels!

  • Thread starter Thread starter Zetaman
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I always wanted to see some of the summons redone. These are awesome models.
 
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Bomb/Grenade decimated to 28k polygons
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I would go down to 10K and bake the detail into the UV map.
 
I agree with halkun about the poly count. 28 is still a lot.  10,000 or less would be much more manageable.

From what I understand about zbrush, I think a lot of the finer details can be baked onto the texture to help reduce the number of polygons.  But cmh would know more about that than I do.
 
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So someone asked for Summons and I thought I would try to deliver something special.. hope you guys like this sneak peak of Leviathan  :-D :-D :-D

(ps originally this looked a lot nicer but I needed to decimate it which sacrificed a bit of detail, its now decimated to 18k)
 
Wow that looks awesome, and at 18k pretty impressive. Personally I disagree about the polycount. For field models that definitely makes sense considering how many models are loaded at one time (an entire towns worth of NPC's are loaded and walking around at once). However in battle at most you're looking at about maybe six enemies total, so 9-12 models total at any one time. With the fewer number of models on screen the game can certainly handle higher poly models. My Life Form model is about 60k, and I think I used a 2048 texture map (I think Wolfman's Jenova models are somewhere around there too). I'd say boss and summoning models can get this more lenient allowance since there's only one of them, and regular enemy models seem fine around 45-50k or so.
 
These look incredible, I can't wait to see them ingame eventually. :)
 
I am curious as to how many polys can be in a model in game without sacrificing performance. Almost everyones computer these days is leaps and bounds beyond the requirements for the game.
 
Just a few thing I know about the model size issue. The models individual p files(not the entire model) are what have a limit, but Kimera will hit the limit before FF7.exe. I think the largest I've gotten into game is about 30k verts as a p file, but I had to skip kimera(pcreator only) to get really large files into game. Large textures are much more a problem than high poly models. So, in short you can get pretty stupid with the models vert count without a performance impact, but to many 24 or 32 bit textures at sizes over 2048x2048 will create game lag.

I would like to see these models with textures.
 
I'm currently working on the Guard Scorpion next. Its going to be a little more time consuming because I have less experience with hard surface sculpting.
 
awesome work can't wait to see the ultimate weapon my favorite :D
 
Hey Guys, I'm back. Been working a lot of our at my job but I decided to tough things out and crank out a new monster. Hope you guys like! as always a WIP

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did some rescaling for Ultima weapon and worked to detail and sculpt out his head and shoulders. Also made minor tweaks to his wings and legs.. Looks a bit more faithful I believe to the original concept art though still maintaining a redesigned nuance.
 
Nice work! I'm about to start learning zbrush for creating 3D scene, afterwards, I hope to work on monsters also :)
 
Just wanted to say that these are awesome!  Are you doing texturing too or are you leaving that part to others?
 
Even if they are it's far better than what we have currently, so i don't see the problem. for that matter it would take me faaaarrrr longer than 20 minutes to get anything close to that.
 
Even if they are it's far better than what we have currently, so i don't see the problem. for that matter it would take me faaaarrrr longer than 20 minutes to get anything close to that.
Oh really? Show us what you can do in 20 minutes, then. ;)
 
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