Shredia with new displacement map, and even more BUFF…

Viewing 10 posts - 1 through 10 (of 19 total)
  • Author
    Posts
  • #27986
    Tigersan
    Participant

    I'm planning on using her in Xtreme strength competition, only i dont know
    if my computer will be able to render it fast enough with all those textures, and displacements :(.  She would be a gal with genetically deleted myostatin gene, engineered other genes, and improved cybernetic vision and hearing. 😀

    #27987
    platinumbird62
    Participant

    I'm not quite sure how she'd bend her arms.

    #27988
    psycho666
    Participant

    😎 nice  😎

    #27989
    Tigersan
    Participant

    I'm not quite sure how she'd bend her arms.

    Lmao, let me worry about such details… just enjoy.

    #27990
    Debido-San
    Participant

    Go for it Tigersan….GOOD LORD SHE'S HUGE!

    Mmmm…lovely! Great stuff!

    #27991
    Tigersan
    Participant

    Platinumbird: and heres something to ease off yout imagination abit. See she can
    bend … easily… LMAO

    #27992
    AbyssPlanet
    Participant

    *head explodes*

    Amazing!  😮

    Not digging the red eyes so much – I think she looks a lot better with the "regular" eyes. But hey, she's huge, so I'm happy.  😀

    #27993
    SheMuscleLover
    Participant

    I think I almost shit my pants in fear.

    Whether from fear of what that monster might do to me if I anger her, or fear of getting caught in the blast-radius when all that musculature finally makes her explode, I'm not sure.

    #27994
    n_cluber
    Participant

    OMG Tiger.

    I wouldn't even attempt to render any video with that much bump mapping, especially with as much lighting as you've got.

    20 second pieces that I'm rendering lately take a day and a half.

    I wish you luck. Maybe one day I'll return to regular fmg renders

    #27995
    Jack
    Participant

    Wow!  I never thought a render could get so big!  Great work, man!

Viewing 10 posts - 1 through 10 (of 19 total)
  • You must be logged in to reply to this topic.