Integrating 3D models with photography
Interested in integrating your 3D work with the real world? This might help
# 16 29-05-2003 , 07:02 PM
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I like him, he has character. I can see him lumbering around carrying a load of coal.

Perhaps give his eyes some pupils, then he can look around?

# 17 29-05-2003 , 07:19 PM
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yes, i will come to shade the eyes yet. they are just red blinn right now. and here hybrid is what i mean with simple. on top the low poly and below the rendered subd. i also shortened the feet and made the armspan a little bit smaller - looked strange with the short feet. the feet might still look huge, but somehow he has to carry his belly around without tripping over user added image

thanks for all the feedback - highly appreciated

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# 18 29-05-2003 , 07:21 PM
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oh i forgot to say, the highlights are also reduced. what looks like highlight is just better more diffuse if it faces the light.

# 19 29-05-2003 , 08:07 PM
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Love the spine indentation on his back. Everything else looks good to me user added image


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# 20 31-05-2003 , 10:03 AM
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little update

started the blendshapes on the face. also changed the nose and chin a bit.

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# 21 31-05-2003 , 03:37 PM
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How do you work with blendshapes. Do you know any good tuts.


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# 22 31-05-2003 , 07:00 PM
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blendshapes are so easy that you dont need a tut. the manual is very detailed. basically what you do with blendshapes is to make one or more copies of your base mesh (the one you want to deform later with blendshapes). you alter the copy in any way you want to, but not changing the topology. then you select all the blendshapes, select the base mesh and go to deform->create blendshape. if you open the blendshape editor you can slide each blendshape to create the expression you want. and you can key them there. you can also create a new blendshape in blendshape editor. slide the existing blendshapes to anything you want, and say add. i used that for instance when i made the frown bledshape. i made the eyes a little bit closed, and said add - and i just had to worry about the brows and the mouth - the eyes were ready done user added image

hope that helps you a bit

# 23 09-06-2003 , 06:59 PM
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major drawback. i created a skeleton today, and wanted to smooth bind it. had many hours "fun" with painting weights and every now and again messing the whole thing completely up. but at least unbinding, putting the skeleton to default and binding again helped to have a fresh start. i learned one thing though:

never give up, never surrender.

but i will get to painting the weights again. i want to see the thing moving as i seen all the nice stuff i can do with the skeleton while i created it. especially i am interested in seeing the reverse foot walking user added image

# 24 19-06-2003 , 08:12 PM
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first walk cycle

redone soft body painting. but after doing this simple walk cycle (onle the legs move, not the hips or shoulders or arms yet user added image ) i noticed that the belly moves too much.

c&c welcome

movie is in divx 5.0.5

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File Type: zip monsterwalk.zip (114.5 KB, 221 views)
# 25 20-06-2003 , 12:24 AM
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Nice work duck. user added image


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# 26 28-06-2003 , 04:12 PM
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toon shader test

i think i dump the old texture and go for a cartoon look. this is a test for cartoon shader. i hope to find another method to do the lines directly in maya. right now the lines are added in photoshop with use of some filters for edge detection. works well for stills - but for an animation it might be just a bit too much work.

anyone know how to do the black edges in maya? with facing ratio it is not really looking good.

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# 27 29-06-2003 , 02:09 AM
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Originally posted by BabyDuck
never give up, never surrender.

Said by Buzz Lightyear in Toystory, wonder if its a conincidience that the movie is a 3d film milestone! Ducky i think M knows how to add an outline to a cel shader!? Not sure.



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