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 09-01-2006 , 04:10 AM
DJbLAZER's Avatar
Registered User
Join Date: Jun 2004
Location: Gothenburg, Sweden
Posts: 1,318
UV-mapping: complete

Attached Thumbnails
# 17 09-01-2006 , 05:08 AM
Registered User
Join Date: Jul 2004
Location: Northern California
Posts: 445
Lookin' good. But the beak on your reference seems to stick out more than what you've modeled.

Dave

# 18 09-01-2006 , 06:12 AM
DJbLAZER's Avatar
Registered User
Join Date: Jun 2004
Location: Gothenburg, Sweden
Posts: 1,318
yes, acoording to those refs I posted... got a lot of others that's much less.. but I think I have a tad too less anyways. Might bring back the lower jaw a tad. Thanks for noticing.

# 19 09-01-2006 , 09:32 AM
t1ck135's Avatar
Registered User
Join Date: May 2004
Location: UK
Posts: 1,991
I think you could add more detail around the eyes (wrinkles etc) unless you're going to bump map them of course user added image


Examples of bTraffic - a traffic animation tool for Maya
bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
Jan/Feb Challenge 2007 Entry and W.I.P
May/Jun Challenge 2006 Entry and W.I.P
Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
Nov/Dec Challenge 2005 Entry and W.I.P
Sep/Oct Challenge 2005 Entry and W.I.P
Jul/Aug Challenge 2005 Entry
www.flash-fx.net
# 20 09-01-2006 , 01:57 PM
DJbLAZER's Avatar
Registered User
Join Date: Jun 2004
Location: Gothenburg, Sweden
Posts: 1,318
Since there are not any big wrinkles I'm not gonna model them. I'm gonna spend a lot of time on the bumpmap though. If I get some time over, I will maybe create a displacement map.

# 21 10-01-2006 , 07:13 PM
arran's Avatar
Registered User
Join Date: Dec 2005
Location: Brooklyn, NY
Posts: 3,708
Yeah, definately agree about the beak, just to give it some more character. His skin should definately be fun to work on. Good work so far.

# 22 11-01-2006 , 05:15 AM
DJbLAZER's Avatar
Registered User
Join Date: Jun 2004
Location: Gothenburg, Sweden
Posts: 1,318
Changed the shape a bit, and started to sketch the shells.

Attached Thumbnails
# 23 12-01-2006 , 08:32 PM
DJbLAZER's Avatar
Registered User
Join Date: Jun 2004
Location: Gothenburg, Sweden
Posts: 1,318
just showing some progress... veeeeery basic textures...

Attached Images
# 24 13-01-2006 , 08:37 AM
t1ck135's Avatar
Registered User
Join Date: May 2004
Location: UK
Posts: 1,991
nice progress on blocking in the textures, you've got plenty of time to do them really well user added image


Examples of bTraffic - a traffic animation tool for Maya
bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
Jan/Feb Challenge 2007 Entry and W.I.P
May/Jun Challenge 2006 Entry and W.I.P
Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
Nov/Dec Challenge 2005 Entry and W.I.P
Sep/Oct Challenge 2005 Entry and W.I.P
Jul/Aug Challenge 2005 Entry
www.flash-fx.net
# 25 17-01-2006 , 04:32 PM
mayafreak3's Avatar
Registered User
Join Date: Jun 2005
Location: inside
Posts: 369
Nice progress man.. uv's look right on.

# 26 18-01-2006 , 08:39 AM
caligraphics's Avatar
Registered User
Join Date: Mar 2003
Location: Billund, Denmark
Posts: 992
This looks more like a snakes head. Its the eyes that is wrong.

If you look at your reference images, you can see that they consist of the main skin like you have, and what you have as an eyeball is actually the eyelis plus a small eyeball.

The main skin suit as a placement for the eyes, and the extra set of eyelids is to protect the eyes when in the water..

I dunno if I can explain this with ASCII chars, but here I try:

(<o>)

() = main skin that you allready have
<> = the eyelids that you don't have
o = the opening for the eyeball.

Does that make any sense ?


Carsten Lind
Senior 3D Artist,
Maya Software Manager & Maya Instructor
LEGO Systems A/S
# 27 19-01-2006 , 04:04 PM
DJbLAZER's Avatar
Registered User
Join Date: Jun 2004
Location: Gothenburg, Sweden
Posts: 1,318
I knew that the eyes was wrong, and I especially messed them up in the last pic, thanks for the input. Now I think I know how to tackle them.

Just hope I dont mess up the UV-map too much though...

Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is Off | HTML code is Off

Similar Threads