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Old 14-01-2007, 06:25 PM   #1
t1ck135
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Default T1ck135 - Jan/Feb

I thought after the encouragement from the guys in my WIP thread that it might be worth giving this a go

I'll be modelling the Roman Emperor Hadrian initially from some reference shots I took in Napoli in Italy and will then be looking at all the extra reference shots on the Net and trying to get a 'rounded' off version as close as I think he might have looked.
Hope its alright to post my Max progress here as the SimplyMax forum is usually dead

http://www.flash-fx.net/3D/images/ro...adrian_ref.jpg

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Old 14-01-2007, 06:31 PM   #2
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Hey Si

Good to see you back, looking forward to updates on this.

Cheers
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Old 14-01-2007, 09:53 PM   #3
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hey t1ck - good to see you in on the challenge and back on simply maya.
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Old 14-01-2007, 10:47 PM   #4
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Ah, good old T1ck35 The good old days are here again.
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Old 15-01-2007, 02:50 AM   #5
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Are you having enough memory fore the zbrush because this can't be done just in max. Looking forward to see this one finish
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Old 15-01-2007, 08:19 AM   #6
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cheers guys, I hope you're all in here too and ready for a good challenge

goksimaster - yeah I know it'll be a lot harder in max Think I'll play about with displacement maps for the beard but the hair will be a different matter...maybe playing about with lofting the curls and then somehow duplicating them all over the head? No ideas yet as the hair modelling on the previous head was just a little time consuming!

Here are the first early stages, playing about with max's modelling tools and with different ways to block in the main detail areas:

http://www.flash-fx.net/3D/images/ro...hadrian123.jpg

Si
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Old 15-01-2007, 08:22 AM   #7
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Hey Si, its only a modeling challenge, so displacements arnt an option unfortunatly, unless you convert them into polys??.

Just thought, does the trial version of Zbrush import and export obj's??? That might be an option??
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Old 15-01-2007, 08:37 AM   #8
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Originally posted by gster123
Just thought, does the trial version of Zbrush import and export obj's??? That might be an option??
No it don't...
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Old 15-01-2007, 10:48 AM   #9
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very good point steve, I'll have a look into if its possible to generate stuff from a displaced model. If not then it might be a long winded version - one thing that'll be different from the last is the detail though, this would be simpler
ZBrush is sooo tempting for stuff like this but it'll have to wait for when I'm rich

Just a quick update playing with the general shape still. Some things in max are easier than in maya but I still havent figured xray views in separate viewports which kind of slows the workflow down a bit... also smoothing works a bit wierd
No detailed areas yet so it still looks a bit ambiguous:
http://www.flash-fx.net/3D/images/ro...n/hadrian4.jpg
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Old 15-01-2007, 12:54 PM   #10
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Are you having some sculpt poligon tool because I use it to model organic stuf and it's very easy
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Old 15-01-2007, 01:38 PM   #11
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hi goksimaster, yep I'm using the polygon tools to sculpt the general shape. Now its time to tidy it up a little and start adding a bit of detail around the eyes, nose and mouth to give him more character. The jawline will need to be more pronounced but that will probably be more evident when overlaying the beard

here's the latest and a quick semi smooth:

http://www.flash-fx.net/3D/images/ro...n/hadrian5.jpg
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Old 15-01-2007, 01:58 PM   #12
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But when in the proces are you going to make it look like in the picture.

Sculpt is cool and you can make very small detail with it

When I am modeling head I inport a basic head model in subdivison mod and then move veritecs to make the shape and add detail. But you have to many veritecs for that
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Old 15-01-2007, 02:02 PM   #13
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Originally posted by goksimaster
But when in the proces are you going to make it look like in the picture.
i think it a very good start
(maybe alittle thin in the face, but think that may just be the screngrab)

I can already see the scupt in in model and no real details have been added.

so thats a well done from me
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Old 15-01-2007, 02:13 PM   #14
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Hey Si

You can convert displacements to polys in maya, so I would assume max can too, if not a quick import in and wout should do it.

Looking good so far
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Old 15-01-2007, 02:26 PM   #15
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goksimaster - I'll probably make it look similar to the reference shots but without the damaged marble lines etc. With this head there are tons of reference pics so it may get a slight variation. It's still in low poly at the minute, as the wireframe pic below shows

tweetytunes - definitely too thin at the minute, I agree I'm working on that a little as I start to give the main areas more detail and you'll probably see him thickening out as it progresses

gster123 - thanks for finding that out steve, I think that'll be the way to go and then play with the resulting polygons till it looks good

here's a minor update playing around with a bit wider jaw and just starting to look at the nose:
http://www.flash-fx.net/3D/images/ro...n/hadrian6.jpg
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