Digital humans the art of the digital double
Ever wanted to know how digital doubles are created in the movie industry? This course will give you an insight into how it's done.
# 16 04-12-2005 , 01:47 AM
varley's Avatar
Registered User
Join Date: Oct 2005
Posts: 112


Last edited by varley; 04-12-2005 at 01:51 AM.
# 17 04-12-2005 , 02:00 AM
Some Guy's Avatar
Subscriber
Join Date: Apr 2005
Location: Wagga Wagga, Australia
Posts: 1,432

Dust

Thanks that was really helpfull.user added image
I'll get a picture of what it looks like later

# 18 04-12-2005 , 06:00 AM
Some Guy's Avatar
Subscriber
Join Date: Apr 2005
Location: Wagga Wagga, Australia
Posts: 1,432
Heres it with dust. I need to work on it a bit more though.
Ive also darkend the wood and added more ropes

Attached Thumbnails
# 19 07-12-2005 , 02:38 AM
Some Guy's Avatar
Subscriber
Join Date: Apr 2005
Location: Wagga Wagga, Australia
Posts: 1,432
I reckon i'm just about done with the textures. I've added more ropes and thinned out the older ones. now all thats left to do is the small details like frayed rope edges and chips in the wood.
Any more suggestions would be helpfull:p

Attached Thumbnails
# 20 07-12-2005 , 08:57 AM
t1ck135's Avatar
Registered User
Join Date: May 2004
Location: UK
Posts: 1,991
looking good user added image

I think the dust could be patchier though, especially if you look at the reference shot and the last one you did - the dust seems more dense on the higher edges or each part of the model.


Examples of bTraffic - a traffic animation tool for Maya
bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
Jan/Feb Challenge 2007 Entry and W.I.P
May/Jun Challenge 2006 Entry and W.I.P
Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
Nov/Dec Challenge 2005 Entry and W.I.P
Sep/Oct Challenge 2005 Entry and W.I.P
Jul/Aug Challenge 2005 Entry
www.flash-fx.net
# 21 09-12-2005 , 12:19 AM
Some Guy's Avatar
Subscriber
Join Date: Apr 2005
Location: Wagga Wagga, Australia
Posts: 1,432

Originally posted by t1ck135

I think the dust could be patchier though, especially if you look at the reference shot and the last one you did - the dust seems more dense on the higher edges or each part of the model. [/B]

Ive gone back and made the dust a bit pachier. It's really hard to make it look realistick:headbang:
The reason it gets denser on the higher bits is because the dust is done with a ramp shader. I dont know how to fix the problem thoughuser added image Heres anatempt

Attached Thumbnails
# 22 09-12-2005 , 12:37 AM
Some Guy's Avatar
Subscriber
Join Date: Apr 2005
Location: Wagga Wagga, Australia
Posts: 1,432
Quick render with water

Attached Thumbnails
# 23 09-12-2005 , 01:09 AM
Some Guy's Avatar
Subscriber
Join Date: Apr 2005
Location: Wagga Wagga, Australia
Posts: 1,432
I Micht make another model. Ive got an old laptop that might be easy enough. Ive got 23 days.


Last edited by Some Guy; 09-12-2005 at 01:42 AM.
# 24 09-12-2005 , 02:36 AM
Some Guy's Avatar
Subscriber
Join Date: Apr 2005
Location: Wagga Wagga, Australia
Posts: 1,432
Don't have a camera for references at the moment but here's it so far.

Attached Thumbnails
# 25 09-12-2005 , 02:49 AM
Some Guy's Avatar
Subscriber
Join Date: Apr 2005
Location: Wagga Wagga, Australia
Posts: 1,432
And from the back

Attached Thumbnails
# 26 09-12-2005 , 03:42 AM
Some Guy's Avatar
Subscriber
Join Date: Apr 2005
Location: Wagga Wagga, Australia
Posts: 1,432
Heres a photo. (I'm not gonna make the babyuser added image )
Also. Is there anyway to model the buttons without moddeling the buttons user added image

Attached Thumbnails
# 27 09-12-2005 , 09:28 AM
cris007's Avatar
Registered User
Join Date: Apr 2005
Location: Romania
Posts: 192
Well you can try a bump map or displacement map. I reccomend the last as it actually "models" the buttons and gives far more realistic results. Or you could always model one and duplicate it.
Hope i was of some help. user added image

# 28 09-12-2005 , 12:21 PM
Some Guy's Avatar
Subscriber
Join Date: Apr 2005
Location: Wagga Wagga, Australia
Posts: 1,432
this is probably a stupid question but how do you make a displacement map? I tried a bump map but it looked really bad.:p

# 29 09-12-2005 , 01:39 PM
cris007's Avatar
Registered User
Join Date: Apr 2005
Location: Romania
Posts: 192
A displacement map is just like a bump map (a grayscale image). Haven't really used them myself but i assume the workflow is really similar to the bump map. Just that you need a pretty high number of polys for it to apply correctly, as it will actually change the modeling of the object. Sorry i can't be of more help but like i said i haven't tried displacement maps yet myself. You should check maya's help manual, search for some tutorials on the net or ask someone else here on the board. Hope it turns out ok in the end user added image.


Last edited by cris007; 09-12-2005 at 01:41 PM.
# 30 09-12-2005 , 01:45 PM
THX1138's Avatar
19 year Veteran
Join Date: Sep 2002
Location: U.S.A.
Posts: 2,140
In your hypershade, open up a texture. Middle moluse click on the arrow on the lower right corner of the texture tab and trag it over to your lambert material. A menu will appear. select displacement, and a bump node will appear. Do the same thing for your color.

Attached Images

Last edited by THX1138; 09-12-2005 at 01:55 PM.
Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is Off | HTML code is Off

Similar Threads