Digital humans the art of the digital double
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# 46 04-02-2005 , 09:17 PM
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looking good brother and I love the mickey ha ha! If you didn't know it was there you would never pick it. Very good! The bump is working nicely too. I agree with mike tho and think that the colour needs just a tad more saturation bec he still looks a little monochromatic BUT it could just be the lighting.


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# 47 05-02-2005 , 08:35 PM
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update

thanks surfer, forgot to ask you had did your CGtalk go, it was a pretty damn good looking kitty cat the last time I saw it, hope you manage to finish,
anyway just got the feet to do, then some tweaking, it is most likey the lights that are making it mono, here is a shot from maya.
https://www.mvorster.co.uk/project_im...ureTEST_07.jpg

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# 48 05-02-2005 , 09:59 PM
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looks great, I actually think the renders are coming along quite good

I like the way the light hits it (gotta love the bump maps, just makes my quote ring the truth :p)
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# 49 10-02-2005 , 12:22 PM
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Hi guys

got a problem, not that kind of problem, I get this slight shifting of the texture when I render it, on screen it is ok and when I put it throught the hardware render buffer it is ok, the uv's are okay as they share the same space.

thanks

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# 50 10-02-2005 , 12:23 PM
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forgot the image

dae

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# 51 10-02-2005 , 03:20 PM
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Hey, thats looking great! Just I think the lines on his head are a bit too strong, or your going to need some bump mapping. And im not the person to know why your models textures are not lining up user added image. hope you figure it out soon!


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# 52 10-02-2005 , 06:06 PM
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Hey Brother!
The only thing I can think of is that perhaps your instanced half was slightly out before you merged your vertices. That would cause that sort of shift. I had to look at the picture closely to see the shift tho. You dont see it unless you really look.
Ummm yeah! I had to bail the cg challenge too bec of family and Christmas etc so I finished the kitty but not much more. I see that Kurt had to bail too, so lets form a raiding party and get them next time! Ha ha!


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# 53 10-02-2005 , 08:28 PM
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looks like it was when it was mirrored, maybe deleting the history and freeze transform might help, not to sure


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# 54 11-02-2005 , 08:34 PM
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close 13uRneR, it seems to be the UV's are reversing the texture on that one side. I have no idea why, if anybody has any ideas fell free to let me know, anyway I am going to see if I can sort it cheers

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# 55 11-02-2005 , 08:50 PM
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I think I just found a solution, all I had to do was reverse the faces of half the model, I dont know if that works for game engines, but it works for the render.

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# 56 11-02-2005 , 09:31 PM
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update



"I THINK, THEREFORE I AM"
René Descartes

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# 57 11-02-2005 , 09:43 PM
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nice,


were the faces facing the wrong way? (-1 mirror?)


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# 58 11-02-2005 , 10:47 PM
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Wow really cool but you shouldnt only use a colour and bump map!!! there are alot others....

# 59 12-02-2005 , 11:12 AM
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very cooluser added image !

is this the final?
give him a little spaceship or a probe. You know you wanna...

actually one suggestion. Give his cranium a sort of brain bump map, like one of those uber smart aliens, where their brains are so large they are almost bursting out of the skull. Im sure you know what i mean...

# 60 12-02-2005 , 12:58 PM
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13uRneR: Thanks, no the normals were facing the correct way, the problem occurs when I combine using the combine command or using the mirror geometry command and the only way to get a good render out is if I reverse the normals on one half of the model. Maybe it has something to do with the way I layed out the UV's, it was my first time doing it that way.

Dragonhawk: Thanks, I have three maps at the moment for both the head and body a Colour, Spec and bump.

Aidan: Thanks, no the final has yet to come, might try a probe, not to sure about the brain thing dont really want to make him smart.

Thanks

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