Digital humans the art of the digital double
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# 16 02-10-2007 , 10:18 PM
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Here's the texture so far


user added image
Shot at 2007-10-05

Cheers


Gio

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# 17 02-10-2007 , 11:34 PM
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Looks Nice, apart from the red coming thru the shader, but easily rectified.

Are you going to add some more 'personality' to the ears, they're a tad flad against the head. Otherwise all is good


_Jay

# 18 03-10-2007 , 12:05 AM
# 19 03-10-2007 , 12:15 AM
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Flame-e-o Hotman! (catch-phrase from Avatar...) I like the work so far! Z-brush seems to make detailing a lot easier! KUTGW!!!

Sparticus


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# 20 03-10-2007 , 12:45 AM
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Thanks man.

I have to say Zbrush is an awsome app, one of the few where whether you're trying to achieve something specific or just want to mess about, it's still fun.

Only gone up to just under 6 million polys so far. haven't gone crazy yet.

Gio


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# 21 03-10-2007 , 03:28 AM
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Jay: changed the shader to the skeleton one which shows the texture better. As for the ears I pinned them back a little as requested by the model Lol, gonna pull them out like they really are now, sorry Ian.
Just exported a displacement to give that a go again. Have you had any luck with that yet?
How about normal mapping? haven't got around to that yet as haven't needed it.

GiO


Gio

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# 22 03-10-2007 , 04:02 AM
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Ear he is

user added image
Shot at 2007-10-05


Gio

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# 23 05-10-2007 , 06:00 PM
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Hey Man

Missedthe updates, looking great man!

as the the dispalcments, I did a bit for the challenge I was working on last month or so ago, I used the 3.1 disp exporter with a Dsubpix of level2.

The hard part was in maya, will you be using mental ray of maya software for him?


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# 24 05-10-2007 , 06:16 PM
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Thanks dude.

I'll be using mental ray, all the way man.
Should be getting Maya 2008 soonish so will use the new mental ray.

did some tests which worked ok.

For the last character which I think I made a thread for here a while back (Gene, another old guy with a beard) I ended up just exporting a level 5 head out for the shot, which I found rendered quicker than displacement on a low res head. And doesn't require as much messing about. It's a workaround I know but one that works.

The other guy Gene, is all finished and rigged and features in a few finished pages of the novel including a large close-up. But I haven't posted it anywhere as you'll have to wait until you see it in the webcomic, when it's done, eventually.

Gio


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# 25 06-10-2007 , 06:09 PM
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Been busy doing blends for this dude which are sorted for now.

So I'm moving on the building the body now.
Will post updates later in the day.

Cheers

Gio


Gio

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# 26 06-10-2007 , 06:47 PM
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Hi GioChrono,
Your model is looking fantastic!


Don't be satisfied with what you can do but rather strive to do the things you can't do!
Exceed Expectations!
# 27 06-10-2007 , 07:14 PM
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Thanks, appreciate the complements.

Just been trying to fix probs with my internet, which is getting in the way of modeling, damn technology, maybe I'll just go paper based again!!

Okay, calmed down now. rant over

Gio


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# 28 06-10-2007 , 08:44 PM
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Hey G

Sorry, a late reply, been in town all day. displacements are easy, I figured it properly for renders a while back, got it down to a fine art pretty much.

Well that creature file wont open, it must be corrupt so will have to start that again befor I go onto the normal map shader

Jay

# 29 06-10-2007 , 08:56 PM
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Haven't spent a lot of time on displacement tests yet as will be working on a website project this week and when it's done will prob get maya 2008, so settings may well be different anyway.

Do you not have any incremental saves that do work or are all your digital eggs in one virtual basket?

did you create any displacement maps for your creature as you may be able to displace the model back in Zbrush from the base mesh assuming you exported the mesh.
Otherwise, yes you're screwed and have to start again, doh.

Gio


Gio

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# 30 06-10-2007 , 09:00 PM
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1. No

2. No

3. Yes...Im screwed, doh!

Im not overly bothered as its really just testing myself to create low poly models for gaming and of course normal mapping at last. I'll get back on it tomorrow at somepoint, got a Tute to get done for here which is looking good, and also Outlaws is beckoning...

Jay

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