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.
# 16 08-01-2006 , 06:57 PM
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nice camera angle, im gonna keep an eye on this one, to see how u do the bump mapping user added image


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# 17 08-01-2006 , 06:59 PM
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Thats tight! Awesome!no crits


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# 18 08-01-2006 , 07:59 PM
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Hey Vlad,

That's some nice modelling, and damn fast too! As for the pose I'd make the head more horizontal. It'd make it look more like a predator out hunting imo user added image


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# 19 08-01-2006 , 09:33 PM
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Looking good Vlad...

Question: how do you tear that shelf into a separate window?

# 20 08-01-2006 , 10:18 PM
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Oh, one crit though, what you intended to make the folds of skin looks more like fat to me, but I might be wrong. Maybe make it look more like skin folds then chunks of fat.

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# 21 08-01-2006 , 10:40 PM
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yea. ill make more fat folds once i take it to ZB.

and ill tweak the camera view and the pose a bit more.

the windowed shelf is via a script.
thanx for the crits. very much appreciated.

# 22 08-01-2006 , 11:05 PM
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one thing- where can I find this script????


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# 23 08-01-2006 , 11:15 PM
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Excellent Vlad user added image
Very nice muscled/deformed start.

I should spend more time within the challenge forum, you all do pretty good. Nice to look at. Keep it up user added image

The script is home maid I think Matt.
I would also spend some time building own boxes with tabs or ... sharing ? :p


Last edited by Pyrus; 08-01-2006 at 11:17 PM.
# 24 08-01-2006 , 11:28 PM
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Originally posted by MattTheMan
one thing- where can I find this script????

here u go matt.

just place in your script path. and put the command to a hot key.

if u run it twice it tends to crash maya once in a while. so i just use it cuz i like to have a clen workspace.

cheers

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File Type: mel tearoffshelf.mel (2.3 KB, 139 views)
# 25 08-01-2006 , 11:49 PM
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thanks vlad user added image


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# 26 08-01-2006 , 11:58 PM
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Yups thanks a lot.

Pretty usefull user added image

# 27 09-01-2006 , 12:37 AM
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# 28 09-01-2006 , 12:45 AM
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now, did you pelt map that one? Or what did you do? I'm curious.
cuz its a very niceley done UV job.


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# 29 09-01-2006 , 02:12 AM
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hi matt.
i did not use pelt mapping. i used a quick alternative to that.

first i duplicate the mesh, then average the vertices [which is iessentially what pelt mapping does] which just smooths the mesh along normals [sort of] then i uv the smoothed mesh which become 50 times easier to UV since it gets rid of any over lapping verts.
then i transfer the UVs to the original mesh

here is a pick of the workflow.
very easy.

https://i32.photobucket.com/albums/d4...uvWorkflow.jpg

# 30 09-01-2006 , 04:47 PM
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Thanks for sharing dude, that definetly sounds like a great way to do it user added image


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