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.
# 31 12-06-2004 , 10:08 PM
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question once again:

to you think the stuff growing out of the head.... are more like hair or more like long stitches/cornets?like on a triceratops....???

And can anybody suggest me a nice shader ,connection etc. tutorial? i would like to learn it and put a simple shader on my dragon head....

# 32 13-06-2004 , 11:02 AM
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my dragon has the neck on the wrong place....i decided to connect it to the back of the head....
like here:

https://www.ai.mit.edu/people/pkamvys...res/dragon.jpg

and here my Render Image:

aaaaaaaaaaaaah i dont know why but i maya cant render anything....even a simple poly sphere is not rendered!!!WHY? help.... i choosed the right camera....its something else....

# 33 13-06-2004 , 11:13 AM
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phew a simple restart helped me out...well here s the wrong places neck... i also added a tongue and increased the size of the head as well...

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# 34 13-06-2004 , 11:13 AM
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wowah, gr8 going on that model.


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# 35 13-06-2004 , 01:15 PM
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here is the optimized neck...fixed up...now the shoulders start.

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# 36 13-06-2004 , 05:00 PM
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looking good only one thing i don't really like are the horns at the back of the head, maybe if instead of them being curved towards the body they were curved away it would give a better look and also look realistic take a look at my thread over at simplylightwave and let me know what you think

# 37 15-06-2004 , 03:22 PM
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I'm sorry but i'm unable to log in to the lightwave section of simply3dworld ....but ill givr the horns a try and makke em more linear and pointing straight andd strict away from the head....

# 38 17-06-2004 , 02:50 PM
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hi guys!

I have added a few teeth at least and also a hair coming out right under the nose....and as u can see a tongue is also existing.I made the forehead higher and head(not visible in the pic)deeper.(i know the horn is a bit wrong and the bottom of the mouth (chin) is a bit too spikey caused by the incorect mirroring...ill fix all the C&C on the other stuff plz).

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# 39 17-06-2004 , 03:05 PM
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Looks good and nice detail but the nostril is kinda uneven and messy.


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# 40 17-06-2004 , 03:11 PM
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yes i see that it is partially black...i think i have to move some vertices....but this is VERY time consuming (i mean the whole model) i hope i can do it with texturing....it will be very close...

# 41 17-06-2004 , 03:14 PM
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I wish you luck and your definitly on the right track user added image


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# 42 18-06-2004 , 07:39 PM
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man it's impressive what I´ve learned trough this challenge...
well here s only a small taste of that:

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# 43 18-06-2004 , 07:43 PM
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what i still dont know is what is the easiest way to map the dragon skin (let's say a green map with a bump creating a skin like a fish scales) ....is it the best to repeat only a 256x256 map again and again over the whole dragon body?plz tips and tuts...THX a lot...with help i can come to an end...of course i will model a body and wont stop to model...

# 44 18-06-2004 , 07:48 PM
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here you can see the modeled teeht better....AND THE GLOWING EYE HA ^^

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# 45 18-06-2004 , 08:46 PM
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depends on what you're trying to go for. I think making a large map for the body should be fine, as it doesn't appear that you are trying to make a game model. As such, you wouldn't necessarily have texture restrictions.

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