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 30-10-2011 , 04:28 AM
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Nice work Mike; but when are the comics coming back? user added image


Imagination is more important than knowledge.
# 17 30-10-2011 , 07:36 PM
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Probably never seeing as how i hardly ever have time to do much of anything outside of work these days!

# 18 02-11-2011 , 05:59 PM
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Wow, I thought SAW and SAW II got low reviews, but that's nothing compared to what I'm seeing Blackwater get. I've seen it get a 2.5 and a 1.0 so far..... nice.

# 19 02-11-2011 , 06:22 PM
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ouch...

You'll love

* Ridiculing it all with friends
* Any other game more
* Hating it

You'll hate

* Yourself for buying it
* The store for selling it
* 505 Games for publishing it

# 20 02-11-2011 , 07:26 PM
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Oh yea that's no good sorry Mike. On the other hand I just got through the first chapter of your book The Game Animator's Guide to Maya It looks like its going to be a good read. Probably five Amazon Stars so that's pretty good don't fret to much about Blackwater's rating. user added image


- Jake
# 21 02-11-2011 , 07:45 PM
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....Both show n-gons, mainly because most modern game engines will automatically triangulate a model when it is imported....

And how long have I been saying this about hard surface models? If the model is not smoothed or deformed and particularly if the ngons are on planar surfaces there will be no issues. The model gets triangulated at render time and on planar surfaces it makes no difference how the auto-triangulation algorithm works there will be no artifacts.

Nothing like years of getting pissed on about it and then find when someone else points it out, it is not questioned at all. LOL


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675

Last edited by ctbram; 02-11-2011 at 07:52 PM.
# 22 02-11-2011 , 08:26 PM
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Umm you okay C user added image


- Jake
# 23 10-11-2011 , 07:00 PM
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The texture on he pilot is gorgeous. On the helmet, there seems to be a padding on the visor and it looks a little too large I think. Other than that, I think this is a sweet combination of renders!

# 24 10-11-2011 , 07:23 PM
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I didn't make the pilot's head, just the helmet. user added image Thanks for the comments. I realized that people are probably not visiting the site to view the stuff, so I'll post some more examples here. I think the game is being boycotted by a lot of publications, but oh well.

user added image
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# 25 10-11-2011 , 07:44 PM
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looks great Mike.


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
# 26 10-11-2011 , 09:18 PM
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I've taken to always triangulating my game-meshes in Maya (the algorithm just WORKS) before sending them off to the 'boss', ever since I sent one off and they sent a render of the model back showing a huge hole in the side of it, wondering whether or not I thought that was a good aesthetic choice to have holes in the models. I haven't trusted a game engine to triangulate my mesh since. XD

EDIT - Awesome looking models by the way, Mike! Your book 'Game Environments and Props' taught me almost everything I know about game asset creation user added image

Martin.

# 27 16-11-2011 , 07:18 PM
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the first wireframe is the in-game wire, while the second wireframe is the high resolution mesh used for baking normal maps and such

# 28 17-11-2011 , 04:38 PM
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I wish mentalray would allow you to should the smooth preview wire mesh on your model. It only shows the high poly mesh. If you try to do a low poly wire render and then composite that on the high poly render you get facets and sometimes faces sticking through the mesh. The smooth preview wires show the low poly cage very cleanly but you have no way to render them. (sad)


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
# 29 17-11-2011 , 04:39 PM
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Agreed Rick, that's one thing I "messed up" in my demo reel, but I thought I just didn't do it right.

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