Beer glass scene creation
This course contains a little bit of everything with modeling, UVing, texturing and dynamics in Maya, as well as compositing multilayered EXR's in Photoshop.
# 31 18-01-2003 , 06:03 AM
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maybe you could have axeman on top of tower user added image both look good


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# 32 18-01-2003 , 09:24 AM
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thanks mumbojumbo_13 - i plan to have him somewhere by the gate... not sure yet user added image


Check out the subsurfacescattering on my tongue...

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# 33 19-01-2003 , 02:17 AM
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learning slowly a bit about texturing i think... hard going. this has more or less the mood i'm going for... user added image


Check out the subsurfacescattering on my tongue...

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# 34 19-01-2003 , 05:28 AM
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I can imagine your axe character fighting off a dragon in this scene.user added image

# 35 19-01-2003 , 06:22 AM
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o no!!! don't get me started! i'll never finish my axeman that way!! lol


Check out the subsurfacescattering on my tongue...

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# 36 19-01-2003 , 10:06 AM
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i've been tweaking like a madman and have learned a lot about anatomy i think. these are a couple of views of the hand, which i've really been focusing on, and the back view where i worked on the arm, tricep and shoulder muscle


Check out the subsurfacescattering on my tongue...

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# 37 19-01-2003 , 10:08 AM
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and here's the back - good morning UK! I'm going to bed!


Check out the subsurfacescattering on my tongue...

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# 38 19-01-2003 , 08:16 PM
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... i just saw this thread and i have to say i am impressed
by your work!..... this month's competition has
awsome entries.....

Konstantinos


You know, there are at least two ways of getting things done... Your way and the right way...
# 39 20-01-2003 , 10:28 AM
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Thanks Konstantinos - yeah the competition does have some great entries!

I've been doing some work on Sir Axe-a-lot and decided to connect the head and the body. I'll have to find some way to cover the seem when I disconnect later but this way the smoothing is the same on each surface. Too many polys to texture head and paint skin weights for it to be single mesh... I'm stuck for a way to make eyelashes. I want to use the surfaces that extrude from eye on mesh now but i had problems before with using a seperate shader for them and having the transparency not show up in the shadow - in other words big shadows beneathe where the eyelashes should be. ideas??? user added image


Check out the subsurfacescattering on my tongue...

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# 40 20-01-2003 , 10:43 AM
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wow! the face of your char is very good!

# 41 20-01-2003 , 11:07 PM
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thanks a lot abra user added image

here is another shot with new texturing on the axe and a shot of his back


Check out the subsurfacescattering on my tongue...

<a href="https://www.reitzmachine.com">www.reitzmachine.com</a>
# 42 21-01-2003 , 01:17 AM
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How not to wear your chainmail!

well, i've been working with cloth and here is my character sporting his chainmail all bunched up around his chin and showing off his private bump! user added image

i've got gravity set at -1980 but it's like there's a magnet on his chin and a hair drier between his legs! it's drivin me nuts! i can't be havin my evil man prancing about in this little summer dress! aaaargg!!!


Check out the subsurfacescattering on my tongue...

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# 43 21-01-2003 , 01:28 AM
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Pretty sweet looking bud comming along nicely


I am enough of an artist to draw freely upon my imagination, knowledge is limited, imagination encircles the world. (Albert Einstein)

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# 44 21-01-2003 , 05:20 AM
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thanks Kurt user added image

i'm happy now that i got cloth to work a little better - so he's wearing chain mail and not showin' his package off for the whole world to see...
i fiddled with collision depth and collision offset - i think i had the collision depth set too high. anyway - also i changed the resolution factor on each panel to 5 - then lowered the base resolution on the sticher to 300 - this seemed to be flexible enough - i don't claim to really understand it tho - at first i had the resolution factor on the panels at 1 and in order to get enough polygons in the cloth i had to put the base resolution up over 1200 - this of course was taking forever to caculate. So what exactly is the resolution factor multiplying? obviously more than the display factor right??? hm. i guess this is a question for another forum. anyway, i'm totally excited to see how it's going to animate... i'll probably have to redo everything because the character is too high poly to move and as soon as i change the mesh (when i seperate the head from the body...) i assume it will no longer work as a collision object. This whole cloth thing is just incredible i have to say.

the chainmail is from a pattern i made - first i modeled a square of chain mail in NURBS from toruses, put a steel shader on them, rendered that in an orthographic view and took it to photoshop. there i picked a square piece of the render and it tiled like a beaut. put a black background in and made a higher contrast blk and wht version to use as my bump map. i think the result looks somewhat like chain mail - c & c on both the method and the result very much appreciated.


Check out the subsurfacescattering on my tongue...

<a href="https://www.reitzmachine.com">www.reitzmachine.com</a>
# 45 21-01-2003 , 05:24 AM
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this is the the 512X512 jpeg i used to make the chain mail... if anyone feels like using it just help yourself user added image


Check out the subsurfacescattering on my tongue...

<a href="https://www.reitzmachine.com">www.reitzmachine.com</a>
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