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.
# 61 16-03-2007 , 02:34 AM
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How important is polycount? i mean you said that lowpoly is better, but not necessary.. i work on some game models now, so lowpoly isn't a problem, but i prefer highpoly models...

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# 62 16-03-2007 , 02:36 AM
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I think, i will try to do something....
So, i'm IN user added image

Cheers user added image

# 63 16-03-2007 , 03:18 AM
Acid44
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Originally posted by Weyu
It is steampunk, duh! I think you are pretty free to make it sci fi oriented or fantasy oriented as long as you got that feeling of engines and such. user added image

dude... ive never even heard the word steampunkk before this comp i thought at first look that he meant a punk guy running on a steam engine or something man...

# 64 16-03-2007 , 04:08 AM
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whatever polycount you want is fine. I just have a thing for game stuff user added image

# 65 17-03-2007 , 05:41 AM
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I'm completely new to Maya(been playing around with it for a week and have a few tutorials) and I want in I suppose, I guess I don't have to finish but this is the kinda stuff I wanna start learning to do for a living so It'd be a good start. I was thinking of doing a star trek ship, one that was already created in an enterprise episode, "Aziati Prime", but could I make it into a 3d model? Or does the entire concept have to be our own?


Last edited by xsx; 17-03-2007 at 05:47 AM.
# 66 18-03-2007 , 03:09 PM
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I would prefer that you stick with concepts that are either of your own, or you could get permission of the concepts' artist. Due to the "steampunk" theme, I wouldn't really think a Star Trek ship would fit the challenge's specifications.

Hope you enter!

# 67 18-03-2007 , 04:04 PM
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I asked this once but I never saw a reply. Just out of curiosity are blinns or phongs or any hypershades allowed for transparency or reflection?

# 68 18-03-2007 , 04:16 PM
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No Texturing Dude...


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# 69 18-03-2007 , 04:21 PM
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Originally posted by R@nSiD
No Texturing Dude...

I wasn't sure that hypershades were considered texturing. thanks for the quick reply on that though.

# 70 18-03-2007 , 04:49 PM
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Ok. I'll have to see if I can come up with something quick, cause I'm behind the cuff already so, I'll see what I can do.

# 71 19-03-2007 , 03:25 AM
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Originally posted by Rhetoric Camel:
I wasn't sure that hypershades were considered texturing. thanks for the quick reply on that though.

I am using a blin shader on my Wips.

# 72 19-03-2007 , 03:56 AM
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It has to have a material of some sort be it lambert or blin, I don't think a material counts as texturing if you don't map a texture file to it an it's one flat color, maybe Mike will clarify this.

# 73 19-03-2007 , 04:13 AM
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materials are fine. Just no UV mapping and making any textures or anything, guys.

# 74 19-03-2007 , 04:21 AM
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Materials don't count as far as texturing goes. All models in maya have a default lambert material shader applied to them. Just don't start getting creative with them or Mike could take that as texturing. But I agree with you jsprogg, I would like to hear mikes take on this.

Edit: That was a fast reply Mike!

# 75 19-03-2007 , 05:46 PM
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alright thank you guys

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