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Heads up WotC! The Character Visualiser should deliver this!
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<blockquote data-quote="Silverblade The Ench" data-source="post: 4648550" data-attributes="member: 19083"><p>Also, depending on how the 3D system works, lot of the detail might actually be due to "normal" or displacment maps, not actual polygons?</p><p></p><p>You use an image (normal map) to "Push" or pull the surface of the low polygon model to make it look better.</p><p>So the original figure might be quite basic indeed, just basic human shape, very blocky.</p><p>Then the mapping smooths it to add facial details, creases and height of clothes, rings of chainmail etc. Saves a huge amount of memory etc.</p><p></p><p>That's sort of how the awesome Zbrush character modelling works, as few apps can really deal with those huge poly counts.</p><p><a href="http://www.pixologic.com/zbrush/gallery/" target="_blank">Pixologic :: ZBrush :: Gallery</a></p><p></p><p>But printing requires a soild, high poly mesh of right type, IIRC?</p><p></p><p>Saw a gorgeous model of an "Eagle" space ship (Space1999), a guy made in 3D, and then got it turned into 3D model bit by bit, but the poly counts were enormous, even by my standards, like a million polys just for the head of the ship...but it was superb work, came out fabulous!!</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Silverblade The Ench, post: 4648550, member: 19083"] Also, depending on how the 3D system works, lot of the detail might actually be due to "normal" or displacment maps, not actual polygons? You use an image (normal map) to "Push" or pull the surface of the low polygon model to make it look better. So the original figure might be quite basic indeed, just basic human shape, very blocky. Then the mapping smooths it to add facial details, creases and height of clothes, rings of chainmail etc. Saves a huge amount of memory etc. That's sort of how the awesome Zbrush character modelling works, as few apps can really deal with those huge poly counts. [url=http://www.pixologic.com/zbrush/gallery/]Pixologic :: ZBrush :: Gallery[/url] But printing requires a soild, high poly mesh of right type, IIRC? Saw a gorgeous model of an "Eagle" space ship (Space1999), a guy made in 3D, and then got it turned into 3D model bit by bit, but the poly counts were enormous, even by my standards, like a million polys just for the head of the ship...but it was superb work, came out fabulous!! :) [/QUOTE]
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Heads up WotC! The Character Visualiser should deliver this!
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