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TheKurt009's HighPoly models

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Level 16
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Jan 21, 2011
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999
these aren't for warcraft but i'm here sharing my works!
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I made its teeth blunt to imply it had been eating rocks for centuries
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Inspired by Mass Effect 3's Prothean. the change was i removed the eyes
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I had a play with the rendering engine and the results were quite nice
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Glowing veins was to imply seething powers from it's rock hide
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I was running out of ideas for modelling dragons
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Random thing i made to pass the time
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The girl was supposed to be running away from her captors and an explosion occured
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this was my facebook cover photo and i wanted a slight contrasting of dark/bright and grayscale/colored. this is what i got
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This was the concept i made for a game i'm "planning" to make
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I had a fascination with a forest with glowing plants and vines, this grass was sort of inspired
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friend wants his face to be a 3d, i haven't finished it yet






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new work in progress satyr face
 
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Level 29
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Jul 29, 2007
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What's the deal with the front and back wings being all floppy?
Not sure if that's diffuse or the actual shape of the geometry, but it looks bad and makes no sense (wings are supposed to be rigid and stretchy, to catch air).
They also seem to be either super low texel density, or just have a base color, which looks weird compared to the rest of the model.

The texel density on the nose and mouth also seems way lower than the rest, can't tell if that's the diffuse or the unwrap.
 
Level 16
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999
to be honest, i didn't do much research about the wings, thanks for letting me know.
this was a sculpture model from a program zbrush, which let's you make models that range to a million polygons or more. it was due to the stretching of the model in the face that made it look low poly. to be honest, it wasn't really what i was looking to make in my mind. i was also finding it very hard to position it as i can't get a very good silhouette for the model.
 
Level 29
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You would generally make a base mesh - a "low polygon" version of the model - in a polygonal modeling software (3ds Max, etc.), and then move it to your sculpting software.
This allows you to properly spread polygon density where it is needed, and then the subdivisions in the sculpted model will keep the same relative density.

I put low polygon in quotation marks because what you consider low polygon can change quite a bit, depending on what you're doing (but if you want an example of an in-game character, it's probably anywhere between 5-40K triangles (and of course you should never use triangles when modeling, in case you don't know that)).

As to wings - check out bat wings - every section stretches between the bones when they are spread.
 
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