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 30-01-2004 , 07:29 AM
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I assume like most models the concept sketch is more like guidlines, not rules. You should follow what you feel you should follow, alter what needs to be altered while youre modeling.

Ide say your model doesnt have to look like your sketch, but mckinley might have different rules for competitions.

I dont think theres anything saying you cant change your group. You can edit the first post of your thread changing noob to norm would be the way to do it i assume.


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# 32 30-01-2004 , 10:36 AM
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What's the crack with textures in this competition. Is there limit on the number of textures/texture sizes?

# 33 30-01-2004 , 01:12 PM
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no.

# 34 01-02-2004 , 03:56 PM
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Alrighty, folks, we've hit the half-way point!

Remember, still a month to go! Also, keep in mind, the animation is purely OPTIONAL. There's still plenty of time to make your character. If one person decides to do an animation, it doesn't mean he wins automatically.

Hope to see all our entries finish, as well as see new ones join in!

# 35 03-02-2004 , 07:25 PM
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wow. 13 total noob entries and 7 norm. Wonder how many will finish.


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# 36 03-02-2004 , 07:45 PM
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That's the question. user added image

# 37 04-02-2004 , 02:35 AM
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ooh! i think i'm going to try and enter something... i know i only have month left, but hey! we'll see what happens. i'll start a new thread with my WIP's

cheers!

- Derek

# 38 05-02-2004 , 02:57 PM
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I know low poly for unreal is about 2500, but for fighting games like Soul Caliber the count is much higher, around 9000. Fighting games only have 2 characters on screen so they can use more polys. What is our limit?

Foamy

# 39 05-02-2004 , 03:15 PM
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Re: Jan/Feb 2004 Challenge Rules and Guidelines!

Originally posted by mtmckinley
2) If doing low-poly, keep it in a range of 3,000-5,000 triangle polys.

This isn't strict, though. If you feel you need more, feel free. However, game models will be judged on the efficiency(sp) of the model, so polys for polys sake will take a tick or two off. user added image

# 40 05-02-2004 , 06:49 PM
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I think I will enter the competition


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# 41 05-02-2004 , 08:51 PM
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go ahead. styill got a month left. And i saw your german soldier. not bad.


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# 42 05-02-2004 , 09:49 PM
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Thanks twisted. I don't know whether I should enter as a Noob or a norm. I have had experience in 3DS Max about 2 years, and have been at MAYA for about four months. I think I'll enter as a Noob and if I get bumped up, I'll be happy. user added image


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# 43 05-02-2004 , 10:29 PM
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Yeah being bumped up and losing i think is more of an honer than winning noob. But winning noob is good enough for me.

Ide say start as noob. Because i too have 3d experience, but if you use maya you dont have as much experience.


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# 44 05-02-2004 , 10:42 PM
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Well I've gone over the poly limit, 7296 to be precise. I was cruising along at 3198 and then when I combined the halves all of a sudden it kind of doubled...... :p

# 45 05-02-2004 , 11:44 PM
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Well.. if you were going low poly, your charactor looks failry high poly anyway. I passed the low poly threshhold sooo long ago. My last render i was at 29900 polies even. But i just redid a lot of it. And without a lot of the clutter i had it should go down.


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