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Old 15-04-2010, 11:06 PM   #31
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Well yes had to make some feet.

The shoes look a little funny as I wanted to give the impression that they warped as the flesh disappeared from the bone.

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Old 16-04-2010, 01:21 PM   #32
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Well started on the armer but I`m starting to think I might not need it. Looking at Jason and the Argurants last night and at army of darkness today I might just leave him with out. Going to build it any way, but might not use it.

What do you lot think - armer or no armer. I have already had question over the use of shoes...
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Old 16-04-2010, 02:03 PM   #33
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Yeah, I'm not sure about the armour, especially on the chest. It might look better with just some torn up clothing.

I would keep the arm/leg guards though... personal opinion. Maybe make them look bigger, like they used to fit around flesh. So now they're really baggy.
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Old 16-04-2010, 10:52 PM   #34
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Hi tweetytunes
I agree with steve on the armour, I think the thing for me you could work on is the skull needs more shape I have attatch one I did in zbrush hope this helps............dave

Edit: it took me a long time to get to this stage
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Old 20-04-2010, 10:27 PM   #35
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Back at it after having to deal with packing and painting ready for the move next month. While I think what I am going to do with the character I`m setting up the stage for the chair (not a thrown - he`s just a guard remember) he is going to sit on.

First stab at it - thinking its made from a darkish wood with some brighter cushions. Going to add some more details in bump but pleased with the shape so far apart from the cushions - they need fatting up a little.



Wireframe

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Old 21-04-2010, 01:26 AM   #36
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that is pretty awesome!
how'd you do the little swirls?
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Old 21-04-2010, 10:31 AM   #37
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Easy really.

Drew a CV curve between the legs,
Lofted a nurbs square around it,
Made 4 copies of it,
Placed over each other at different angles,
Edited in places so it looked nice.
Combined

Then just made a simple one for the top, copied it and flipped it.

Making some flowers to go on the lose bits now in a minute.
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Old 21-04-2010, 11:46 PM   #38
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Just been plaining some of the final scene and did a test render with Skeleton inside, just to get a feel for everything.

One thing I wanted to know is about the lighting set-up for 3 point. Is this right (image below) - Bare in mind the different colour lights was so I could see what each light was doing. After I put the lights back down to white I also did a render with Final Gather on and a Occ render.

I can never really under stand 3 point and I think that's the way you set it up (not including the final gather)

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Old 22-04-2010, 01:49 AM   #39
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Looking good! Yeah, I think that's a pretty good 3-point setup. The way I understand it, the key is your main, the rim gives it a bit more shape and emphasis, and the fill takes care of any really dark shadows.
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Old 22-04-2010, 03:47 AM   #40
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What?? Already on preliminary render composition tests??

Nice work man.
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Old 22-04-2010, 09:23 AM   #41
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NO NO NO - Just setting up s simple light set-up as I like to do that before texturing - Although it mostly bump they always look better with the lights setup. No where near finished yet.
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Old 22-04-2010, 10:41 AM   #42
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i only use three point lighting when im doing an animation for stills i rely heavily on fg and gi didnt know you could combine the two
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Old 22-04-2010, 11:31 AM   #43
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Originally posted by murambi
i only use three point lighting when im doing an animation for stills i rely heavily on fg and gi didnt know you could combine the two
Animation for stills ????

I did not use GI but yes people use both all the time
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Old 22-04-2010, 11:44 AM   #44
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i meant to put a full stop

edit i only use three point lighting when im doing an animation. For stills i rely heavily on fg and gi didnt know you could combine the two
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Old 22-04-2010, 12:28 PM   #45
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Ah ha - makes much more sense now
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