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# 46 15-01-2007 , 06:47 AM
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Cheers Guys,

Yeah i'm a bit worried about them, but when I was posing them I made sure that they interscet the wall and the scythe as well as each bone, like THX has suggested, as it was the only ws I could think of it working.

I'm going to scale it to the proportions that Mike has suggested and then measure widths etc.

Heres a pic showing the hand on the wall.

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# 47 15-01-2007 , 06:49 AM
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And on the scythe, might have to adjsut them when its all completed.

As for a rat, might do, depending on how big the file goes after the Zpass (its about 3Mb as an obj file at the moment with everything smoothed.

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# 48 15-01-2007 , 08:46 AM
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nice idea and modellign steve, its got a good feel user added image

compositionally I think you could do a couple of things:
1) add something (dead character?) to the foreground to give more expectation to the grim reaper coming around the corner (like an inevitability) ready to take them away. It'll also fill a little dead space, or
2) reduce the base size and therefore wall lengths so that the grim reaper is more condensed into the scene and becomes the main focal point. You could move the bins more to the wall corner so it appears more like a barrier to him. So the composition actually takes a more tall thin pyramidal shape which the grim reaper fits into nicely.

I personally think playing with the dimensions in point 2 would make it turn out the best but as always these are just ideas user added image

Si


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# 49 15-01-2007 , 09:07 AM
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just done a real quick image to show you what I mean a little more (if you dont mind) user added image

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# 50 15-01-2007 , 02:24 PM
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Cheers Si

I was thinking of re jigging things to make it look a bit more even for the composition when I got things finalised.

Cheers for the comp pic, I was thinking of a similar thing to bring the attention to the reaper more.

Cheers


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Last edited by gster123; 15-01-2007 at 03:47 PM.
# 51 26-01-2007 , 09:39 PM
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haha nice work steve, i really like this one since its got a scary character in it. if you dont mind could you post a wireframe up?

cheers buddy, marlon

# 52 26-01-2007 , 09:52 PM
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Yeah no probs, any part in particular, or just overall??

Cheers Marlon,

Steve


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# 53 26-01-2007 , 09:57 PM
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ermm just overall would do,

thanks steve user added image

# 54 26-01-2007 , 10:10 PM
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Here you go, an overall view, not much to really see to be honest.

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# 55 26-01-2007 , 10:12 PM
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Done another, showing the skull a bit more and the hand's.

as you cna see not done much progress, figuring out how to do the cloak, waiting on my tablet to come as its gonna be easier in Z, might get the overall shape using the new ncloth! Might as well give it a go!


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# 56 26-01-2007 , 10:13 PM
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Sorry forgot to add the picture,

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# 57 26-01-2007 , 10:46 PM
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Like it...

Or,

"WELL, IT KIND OF LOOKS LIKE ME, BUT ITS ALL IN THE EYES ISN'T IT?", Said Death...


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# 58 27-01-2007 , 02:27 AM
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hey gster - glad to see that you are still working on this mate - one question though - does the geometry on the scythe pole need to be so high?

looking forward to the next update.user added image

# 59 27-01-2007 , 04:11 AM
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looks great, is the cloth.., err.., cloth.., or geometry??


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# 60 27-01-2007 , 01:57 PM
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Cheers guys

Arran - He, he! No way does it have to be that high! I just grabbed the pole he had and extruded a scythe shape, just to get an overall idea of how to do it, then ran a smooth just to get the overall look, I'm going to redo it all now that I've got a workflow.


Mirek - The cloak in these pics are just poly geometry, what i'm going to do is add more geo where I need it to crease, then do a spoly smooth, add some stand in geo for the body (just come cylinders) then convert it into a ncloth object (the new maya cloth in 8.5) and allow it to collide with the stand in body, hopefully it should look like a cloak, then I might take it into Z brush to add more creases etc to get it looking how I want.

Thats the Idea, if it works as smooth as that I dont know!


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