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.
# 46 11-04-2011 , 07:47 PM
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Hi tweeny
The top of the trousers at the back look a long way from her body is it just a angle thing?..........dave




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# 47 11-04-2011 , 08:07 PM
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Not sure what your seeing but the top of the pants are flush against the mid section of the body - are you looking at the belt ????

Any way here is a close up of the mid section - changed some of the colors to tell stuff apart.

https://www.ravage3d.com/images/Game/Ada_1_7.jpg


# 48 11-04-2011 , 08:08 PM
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Hi Tweety

looks great man, if I might offer a suggestion :
Work on getting rid of the straight lines in your silhoutte, I know it's easier and quicker to model in straights but don't put all the curvature in the boobs user added image.

Great progress though

# 49 11-04-2011 , 08:29 PM
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I was just looking at the turn table (looked at it about 10 times), I know you would not make such a mistake.........dave

Edit: I think she has the figue most girls would die for




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Last edited by daverave; 11-04-2011 at 09:03 PM.
# 50 11-04-2011 , 09:20 PM
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Great stuff so far tweety. Hope u get round to texturing it user added image looking forward to seeing more.

# 51 12-04-2011 , 12:07 AM
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Yep I`m hoping to get it textured as the hair only works when textured.

Got one of the 2 guns done - This one will be mounted to her front chest and she will carrying a riffle as its the gun she uses in the game. 670 polys and there are still a few I can cut out if polycount needs to come down after- but I don`t think it will have to.

https://www.ravage3d.com/images/Game/Ada_1_8.jpg

Things to do

Second gun,
Not going to do belt loops now as pockets covering most of the belt,
Still have to re-do the hands.


# 52 12-04-2011 , 12:24 AM
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Quick Occ render
7200 poly`s

Attached Thumbnails

# 53 12-04-2011 , 01:16 AM
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pretty good mate....not bat at all at all


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"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 54 12-04-2011 , 06:33 AM
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Hey tweety I like your approach to how you're going to do the pants and pockets. I've always tried to cut the poly's in and it always looked horrible. I wouldn't have thought to do that. I think this is going to look good when you get it done.


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# 55 12-04-2011 , 07:17 AM
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I saw it in a unreal ed tut once and thought well that`s how its done in real life (pockets being patched on) and though yer that`s probably the best way to do it - Although I do like the challenge of getting everything in to one mesh sometimes its smarter just to separate everything(same thing with my hand gun 9 different parts) - might be a little bugger when skinning though, but as this is not a skinning challenge no worries there.


# 56 12-04-2011 , 07:40 AM
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I was a one mesh man when I first started..I have seen the light...if you can incorporate it without too much trouble, fine, if it starts to be a headf**k..then seperate.

cheers bullet


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# 57 12-04-2011 , 11:09 AM
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# 58 12-04-2011 , 11:11 AM
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Looks good Tweety, very nice so far

J

# 59 12-04-2011 , 11:16 AM
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its amazing how much detail you can get with so few polys huh?




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# 60 12-04-2011 , 11:19 AM
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I always try to use as low as possible until it starts changing the shape - but for game models you have to give up some of the form - I`m hoping to bring some of that form back in Z-brush for the body but I am very happy with the shape of the guns.


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