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Old 19-01-2007, 07:50 PM   #31
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Originally posted by t1ck135
The beard lines haven't been set in stone yet

It has aint it, thats where you got the ref!!

Only joking!

Looking good, would be nice to see a rendered verson of the beard.

Your getting a great likeness at the moment, if you have time what might be really cool is to do a bust, from drawings so your using true sculptures and then your own imagination to give him a pose in a cirtian set of clothes??

Just a suggestion.

Cheers

Steve
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Old 20-01-2007, 04:06 AM   #32
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lol - well picked up steve

Good idea about posing it with clothes...I'm thinking about what he could be doing/wearing already

Si
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Old 20-01-2007, 06:41 AM   #33
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Looking good Si. It seems that the beard will be a real challenge to do...
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Old 23-01-2007, 08:21 AM   #34
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hey jramauri, long time no see! Hows things with yourself? I saw your Indian (Hindu god?) WIP on CGSociety and thought it turned out great

Yeah the beard will be challenging although I've played with recutting the edges along the lines of the displacement image and it makes it a lot easier to play with. I'll get more updates up soon

Si
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Old 23-01-2007, 12:52 PM   #35
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that some nice modeling you got there but the hair and beard is going to be a real challenge.
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Old 25-01-2007, 01:21 AM   #36
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Originally posted by t1ck135
hey jramauri, long time no see! Hows things with yourself? I saw your Indian (Hindu god?) WIP on CGSociety and thought it turned out great

Yeah the beard will be challenging although I've played with recutting the edges along the lines of the displacement image and it makes it a lot easier to play with. I'll get more updates up soon

Si
Things are going well, thanks You could have commented my Hindu god there. Your opinions are always welcome.
I'm looking forward for your beard updates.
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Old 16-02-2007, 03:57 AM   #37
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no update for a long time... sorting out my uni course and things are to blame.
anyways I just had a quick play with the mudbox demo and it might encourage me to finish this guy!

Just knocked this up quick to test it and will now get the proportions of the beard and hair in place before adding some fine detail and seeing about exporting the displacement and seeing how it goes
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Old 16-02-2007, 06:30 AM   #38
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oh cool! Glad to see you are still working on this - adding the beard has really made him look like your ref. The only area that looks a little odd to me is the back of the head where it slopes down - it almost looks like his head is collapsing a little bit- I think it is just that you need a couple of curls / hair clumps in that area as it looks a little bare at the moment, but really, it's a minor point and as you said, you are still working on it - this is looking really cool T1ck!

Hope you managed to sort out your uni course.
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Old 16-02-2007, 06:55 AM   #39
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jesus that looks incredible...
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Old 16-02-2007, 08:51 PM   #40
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arran - yeah it got put to the side but after having played with mudbox it came straight back out to be played with
I'll be redoing the sculpting in mudbox after the mesh is completed (just couldnt resist having a play). The uni course is sorted, they have been really flexible and are fine with me adapting the modules to what I would like to do instead of sticking to the generic stuff they teach

Neostrider - cheers have a play with the mudbox demo and you'll be amazed at how you can sculpt things - definitely worth checking out!

Seeing as it has got me back into this model I thought it'd better be time to finish the base mesh before working further in mudbox. Here's a quick ear I knocked up last night (sacrificing playing bf2142). Next step is to join the head together and UV map it. Then the fun begins!
http://www.flash-fx.net/3D/images/ro.../hadrian11.jpg
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Old 18-02-2007, 09:43 PM   #41
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Right, he's all uvmapped and ready to go in mudbox.

Here's the first stage, blocking in the beard and the base of the hair:
http://www.flash-fx.net/3D/images/ro.../hadrian13.jpg
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Old 18-02-2007, 10:14 PM   #42
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What's with the sharp lines around the eye
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Old 19-02-2007, 12:17 AM   #43
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Looking very nice T1ck135! It's always nice to see your work progress!
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Old 19-02-2007, 02:01 AM   #44
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yeah - this is looking very cool.
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Old 19-02-2007, 02:31 AM   #45
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goksimaster - its just from coverting the mesh up from a low poly to a very high subdiv mesh in mudbox. I'll be playing with the edge and smoothing it off a little

THX1138 - thanks man, much appreciated. You should have a go with mudbox as it really helps you push the modelling that extra step. I'm really tempted to start playing with actual real life sculpting to develop the skills further.

arran - cheers geezer you should have a play with the mudbox demo on your buddha - you'd probably be able to kick the stick you made up in a very short time (even though it looks cool already)

I'll post some tips up with using maya <> mudbox as some bits such as generating displacement maps can be a little wierd. Also you have to make sure the uv map is complete and centered in the uv editor before importing the mesh from maya otherwise it can be a problem.
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