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 06-02-2004 , 05:32 AM
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final poly count is tris if your going low poly. Might want to get trimminguser added image


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# 17 06-02-2004 , 06:33 AM
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E-volve, that’s a great model, I don't know if the poly count is good or to much, but the model is awesome... user added image
I'm not familiar with low poly models... I never did one before... maybe I have to try... user added image
Anyway, it looks great!
Cheers.


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# 18 06-02-2004 , 06:57 AM
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y'know... i started the model with the intention of keeping it low poly (like 3500 +/-) but i might just keep going and do a super high cenematic quality model since it's more than half way there anyhow... user added image

# 19 06-02-2004 , 02:14 PM
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nice one.....I really want to see your work in high quality model.........looking forward.......
one question...did u used "bump" in your mapping?
because I love this item "bump" I use for everything.....might be interesting to put more if u already using or create some of them in your texture.......it just a idea......

# 20 06-02-2004 , 08:29 PM
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You did a good job on keepin the polys low on most of her face.

e-volve remember that poly count limit is always after triangulation. You can cut back on the eyes by simply making the eyeball shape a lower polygon surface. I really hope you didn't create WHOLE eye-balls. :p

Dont be afraid to cut back. Texture-maps can easily save lots of polys.

OK so there is some cutting back you need to do in order to achive the needed poly count. The eye-brows are not needed that can be added with textures just enough poly's to define the brow itself is only needed. Her ears REALLY need cuting back. Also areas on her back has a lot of unnecessary polys.

I have outlined these things as shown here below.

::edit::
(by the way I just realized this would be more for a fighting game but still use this advice for future game models. I spend all day making 3000 or less poly chars and demons for this rpg game so i forget that fighting games have more leniancy when it comes to higher poly counts. sorry ^_^;user added image


https://www.3dgurl.com/stuff/WomanMesh1_markup.jpg

https://www.3dgurl.com/stuff/WomanMesh2_markup.jpg



Last edited by 3dgurl; 06-02-2004 at 08:41 PM.
# 21 07-02-2004 , 06:38 PM
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thanks for the suggestions! after taking a long hard look at my model, i decided to stick with the low-poly approach. most of my models to date have all been low-poly (around 1000 triangles)... and given the limited time left... better stick with what i know user added image

the current model is approx 3560 poly's (triangulated) which i might take down a notch or two.

changes i've made:

- removed all the modelled folds... i'll just texture in cloth details.
- redefined the face and removed superfluous poly detailing.
- simplified the hands! - the hands themeselves took up a large chunk of the poly's.
- simplified the hair... i mean really... do i need all those polys in the hair?

things to do:

- simplify the ears (thanks for the suggestion 3d girl)
- finish mapping the model
- make neat-o weapons if the polycound allows.

i'll post pictures sometime soon.

cheers!

derek

# 22 07-02-2004 , 06:41 PM
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neato-o weaponsuser added image


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# 23 08-02-2004 , 07:38 PM
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started painting the skin of the texture.


I decided to keep the eyes as seperate entities as opposed to just texturing them on. you can get some nice looks with them (window to the soul you know... ) user added image

https://www.e-volve.ca/derek/temp/Colour1.jpg

can't have an update without a butt-shot

https://www.e-volve.ca/derek/temp/Colour2.jpg

heres an overview

https://www.e-volve.ca/derek/temp/Colour3.jpg

and here's a wireframe

https://www.e-volve.ca/derek/temp/ColourWire.jpg ]

the model is approx 3400 triangles so there's enough for a weapon. for animation purposes (if i have the time) i'll probably make a melee weapon.

cheers!


Last edited by e-volve; 08-02-2004 at 07:40 PM.
# 24 10-02-2004 , 05:05 AM
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hey nice improvements looking good =)


# 25 10-02-2004 , 06:21 PM
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Hey everoyone! Here's another update on my progress. The texture is done and there is a bump mapping on the texture itself to give the lizard skin, pouldron, boots, and abs more 'depth'.

here's some images.

https://www.e-volve.ca/derek/temp/Full1.jpg

https://www.e-volve.ca/derek/temp/Full2.jpg

https://www.e-volve.ca/derek/temp/Full3.jpg

https://www.e-volve.ca/derek/temp/Full4.jpg

https://www.e-volve.ca/derek/temp/Full5.jpg

I've started on a skeleton and some blend shapes (see above) for some facial expressions.

Cheers!


Last edited by e-volve; 10-02-2004 at 06:25 PM.
# 26 10-02-2004 , 06:28 PM
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lookin' pretty nice. The skin seems very pale and lacks much in definition.

# 27 10-02-2004 , 07:48 PM
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mtmckinley> I was aiming for pale, but i'll see what i can do with increasing the contrast of the shadowed areas... perhaps maybe a bumb map for the skin...

# 28 19-02-2004 , 03:40 AM
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# 29 19-02-2004 , 05:03 AM
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Nice pose. Animation, body movement is nice quality. I noticed you had some breathing right at the start I think. Good touch. A thing I noticed was that when she strikes with the rod there is no weight to it. Ei. normally you would see the rod moving back just a little from where it strikes. Make sense ?

# 30 19-02-2004 , 05:39 AM
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thanks for the comment!

i was having this debate the other day with some other people... good animations vs. good martial arts... unfortunately, they are not the same.

eg. the fight scene with the ninja's in blade 2 with the actors is great... but when it turns into CG, it's also great but noticably different... becuase in animation, the character movements are exagerated. in good fighting, you don't exaggerate movements or you end up on the floor user added image

as for my animation, i'll definately stress the movements more so that there is more weight to the staff and body! thanks again pony!

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