![](http://konfusion.rydia.net/misc/Liliha/Liliha_Finish_tn.jpg)
Click on the thumbnail for the full version.
After a month and a half of working a few hours a night.. it's DONE!! =D I'm planning to do 2 more poses but that's going to wait until after Otakon or when I have some free time to spare.
If you want to see the progression on Liliha.. go to:
http://konfusion.rydia.net/misc/Liliha/ Some interesting spec on this model.
- Created in 3DS Max
- 70,000 poly.
- Raytrace use for the metal reflection.
- 90% procedural textures.
- 5 lights use. One of them has shadow map enable.
- Photoshop use do post effects and touch ups... mainly for the hair, minor lighting adjustments and ringing on the edges.
- 1.4 million poly after subdivision with 2 iterations.
Render time before subdivisions: 1078x768 = 23 seconds.
Render time after subdivision: Not possible due to instablility and insufficient memory.
Yes you heard that right. My system cannot render this character in one pass after subdivision. With 2 subdivision, it crashes. With 1 subdivision it gives an error message saying it needs more memmory. I had to render the character in 3 pieces and composite them in photoshop. Each piece took about 2 minutes to render at 2700x4000. My system is an Athlon FX550 with 2 Gigs of Corsair Ram and using 40 gigs of virtual memmory.
Lesson learned: DO NOT go crazy with polys!.. and definately do NOT model for 2 iterations of meshsmooth. Use a displacement map instead. The insanity of modeling every detail is not only time consuming but just stupid. =P Sure it gives better results than a displacement map but it's not worth it!
This was a great project with a lot of things learned. Definately the most high poly model I've ever build and one of the most detail. Worst things I mess up on is going crazy with the detail in the geometry. I severely paid for it with frequent render crashes and extra pain in the ass riggin stage. Best thing learned is using vertex color channels for control multiple blends. I've use vertex color to blend before... but not the multiple vertex color channels. It was damn challenging to keep all the blends organized.. at one point I had to write it down to keep track of them. The most I've ever blend was 2 materials... Now with color channels I was able to go to 6 blends. Second best thing learned was using fallout set to perpendicular to fake sub surface scattering. It's not perfect.. but it's so much damn faster than using the real thing. This enable the skin and leather to look a little more natural.
I'm going to rest up for the rest of Sunday.. then start on the next project. Full Metal Alchemist Ed. =D
For previous projects check out:
Yose:
http://konfusion.rydia.net/misc/yose/Al:
http://konfusion.rydia.net/misc/al/