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.
# 46 01-11-2006 , 10:08 AM
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Try to create the AO shader in a different way. For example:
1. Go to Windows->Rendering Editors->Hypershade
2. Create a Surface Shader
3. Go to Textures (left bar) and create mib_amb_occlusion node.
4. Connect out-value of AO node with out color of Surface Shader.
5. Increase the samples of your AO node to 64 (or higher). Select the objects you want to be rendered in AO and assign the new shader.
6. Render in Mental Ray.
Any questions?^^
Of course, AO is just a method to improve your final composition.
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# 47 05-11-2006 , 02:21 PM
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Hey thanks that seems to make a little more sense I will try that today.


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# 48 06-11-2006 , 01:15 PM
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Alright I think I figured out the Ambient render setting in Mental ray. Here are those renders you all have been asking for the "lighter ones". I hope these renders show all my minor detials a little better. Not much has been updated due to I have been super Busy. But i did find some time to updte the head I hope you like the new version better.

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Crits please... and yes i know i have a hole in the middle i forgot to fix it. I will fix it soon.


Just make it work

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# 49 06-11-2006 , 01:44 PM
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this last set of renders showcases the details in your model almost perfectly... i never realized how many intricacies you've modeled. simply amazing. how did you go about doing them, primitives, booleans, or just extruding?


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# 50 06-11-2006 , 01:52 PM
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the only tools I used to make this were /split polygon/extrude/EP curve/mirror geometry ... basically your common modeling tools, and thanks


Just make it work

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# 51 06-11-2006 , 04:00 PM
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awesome work mate ! The detail on your mech are making my head hurt. I like some of your other models as well. well done! user added image

# 52 06-11-2006 , 07:12 PM
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I thought I would post a scren of my most recent project that im working on for a class of mine.... super early stages only been working on it for a day now tell me what you think... sry for the one being so dark.

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# 53 06-11-2006 , 07:14 PM
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makes me wanna go play doom or quake or halflife or something user added image

(read: very nice)


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# 54 06-11-2006 , 07:46 PM
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lol yea it does me too... but i cant because this project is due in a week and a half so i have to work non stop on it.


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# 55 06-11-2006 , 07:50 PM
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just a modeling class, i take it?


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# 56 06-11-2006 , 08:26 PM
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nope I have to texure it too


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# 57 07-11-2006 , 01:21 AM
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Alright here is a update... I lightened up the scene.

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# 58 09-11-2006 , 09:44 AM
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Very good detailing.


"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man."

George Bernard Shaw - Man and Superman
# 59 09-11-2006 , 01:17 PM
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Hey thanks man I hope to have some more updates soon...


Just make it work

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# 60 17-11-2006 , 02:36 AM
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looking really cool man, is this your own design?

how are you going to texture it? I'd like to find a way to texture/shade the robot i'm working on but i'm not sure how to get the most realistic metal effect.

I think there must be a way to have a base metal shader and a roughed up painted metal shader... and then then simply paint a black and white map for the objects to decide where is painted and where is scuffed metal... I can't figure it out with the Mix 8 shader though... maybe it would be better to use Maya render and Layered shader?

anyone?


Current WIP: <A HREF="https://forum.simplymaya.com/showthread.php?s=&threadid=20529">Feng Zhu Concept: Junk Robot</A>
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