Low poly folk ... edit
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Hah! Just like mine...except yours doesn't seem to be peppered with air gun dart holes.
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LOL, My youngest son wants to paint him ... daft sod.
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Wow- these are really fantastic Solo. I have been trying to figure out a way to get lower-poly 3d figures for a while now- I just don't seem to be able to muster the patients it takes to do what you have done here... Truly an artist. I'm sure you have seen this/these?
http://sketchup.google.com/3dwarehouse/details?mid=e7aa44ffbb4d9b926f14af769a57786a
I followed the thread(s) about the copy right issues using Poser and Daz content until my eyes started crossing. Have you tried tracing an SU model of a manikin? Now that I think about it... seems like you could lock the joints with Sketchy Physics and move the little guy/gal around just like a real one? hmmm...
Not really sure where I got these little guys- but I would be more than happy to share them.
Keep you the great work.
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Gistman,
I have seen Max Grueter's stuff and even downloaded an astronaut or two, very inspirational stuff and well modeled. The issue is the size, even the most basic 'working class' as aptly named is 1,6MB, 10X larger than the ideal size. With those parameters I could model with much more detail, but that would limit the amout of characters one can use in a scene dramatically.
Regarding SU mannequins, I have a few of them, infact there is a thread someplace that I even uploaded one for use by all. Having a jointed one that can be easilly manipulated to a pose would be great, I could pose up a model in sections and swop out the segments for actual body parts like place holders then stitch the mesh and ... viola!. -
Yes- after a little investigating... on your website, I saw you had a few renderings of manikins...
and well- obviously you know a little about SU and a few other softwares... I haven't messed with Sketchy Physics at all- Maybe this is my calling.
I guess size does matter after all (oh, bad bad joke...) It all seems to be tied into time- weather you need it fast in the beginning, just SU exporting, throwing some supper high-poly people, cars and trees doesn't really mean too much- Then you get to the final out put, what ever renderer your useing, combine lighting, texture maps, then it becomes an issue.
My latest project is 29,696kb (.skp file), 300 lights, and I think around 175 different materials- when exported to Kerkythea the .xml file is 167,067kb nothing my little Inspiron 9300 can't handle... Although she does throw a fit now and again.
By the way- I guess we are 'neighbors', I'm up in NW Arkansas...
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This is really amazing.
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