Maya 2020 fundamentals - modelling the real world
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# 106 30-04-2012 , 05:29 AM
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so i finally was able to get back to tweaking this thing after the few weeks after i started a 2nd job so as always any crits welcome. I tried moving some of the pelvic points as well as fleshing out the back a bit more. Also when i go to texture this thing and put a skin texture on and everything would it be better to just use a normal map or go with a displacement map for something that subtle? 'cause whenever i did the displacement map i got some extrusions around the UV seams of the mouth and the eyes.

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# 107 03-05-2012 , 06:08 AM
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ive started to move to hair again, no shave and hair cut just straight maya hair system. used constraints to move hair around, also i think that i might be better off just doing s texture sculpt and coloring for the eyebrows instead of doing an additional fur system instead. thoughts?

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# 108 03-05-2012 , 09:05 AM
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I would sort out the textures for your face before starting on hair, you might want to change the camera focal length to say from 35 to 80.............dave




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# 109 03-05-2012 , 05:12 PM
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if you're talking about my previous problem, dave, I fixed it.

# 110 11-05-2012 , 11:28 PM
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posting a couple renders

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# 111 12-05-2012 , 12:27 AM
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I'm not sure if it's the camera, but the second one looks really distorted. Try a longer focal length.

# 112 12-05-2012 , 02:54 AM
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Ya I'm not sure how to do that. I was looking for it earlier.

# 113 12-05-2012 , 03:09 AM
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Create a new camera, select it (don't mess with your persp cam)
Go to attribute editor
Focal length from 35 to I dunno 80mm?

Edit: Totally didn't realize Dave said exactly the same thing. Sorry dave, obviously we must be right user added image

# 114 12-05-2012 , 12:02 PM
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hey man, the way i work when lookDev'ing fur/hair is set up some lights. these are either fairly neutral or fairly similar to the final lighting environment. This way when you light your shot, the shaders are not miles off. I will light to a grey material (no hair) for blocking out the lighting. It is much quicker than testing with displacement and textures and what ever else.
I think what you ought to do now is set up some lights with shadows (don't think you have shadows on those lights) and then work on some textures/shaders for the skin, teeth, tongue and eyes. Once these are even half way there you could start on the hair (with shadows).
it looks like you are going in circles right now. to me, there hasn't been much improvement since the 03/05.

# 115 12-05-2012 , 07:13 PM
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lol yea there's a reason for that, i haven't had much time to work on it since then and i just started back up like a couple days ago. I've been trying to kind of understand how the whole system works through some DT tuts and others. I have yet to really go back and touch any textures etc. except for the eyes that i had just made, just because they were bothering me not being there. BUt i have the hair at least at a starting point of how i want it so now i can kind of concentrate on other things and come back to it.

# 116 12-05-2012 , 08:08 PM
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rendered one more out fixing the camera. went ahead and turned shadows on as well for you dom so you can see and maybe give a bit more input. I'm really appreciating the help guys. thx user added image

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# 117 12-05-2012 , 09:35 PM
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quick side note I've just discovered multi-tile texturing. so i'll be redoing a good amount of it, set up some lighting so here's just a couple quick renders. but expect a good overhaul here in the near future.

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Last edited by MamoruK; 12-05-2012 at 10:47 PM.
# 118 14-05-2012 , 06:09 AM
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here's the latest incarnation. I'm not sure if i want to make a separate specular map or just use the default specularity that i have on it right now. Jay mentioned that i should just make one from scratch, but then i thought about using a displacement map as a base since i don't have an actual color texture to use... thoughts? Also critiques always welcome.

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# 119 14-05-2012 , 10:30 AM
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maybe soften the shadows and add some colour variation to the skin. Is this to be realistic or stylized?

# 120 14-05-2012 , 11:21 AM
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If you have access to mudbox or zbrush you could do some projections of the reference photo on to the mesh probably the easiest way if you know how...........dave




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