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.
# 76 11-07-2003 , 11:21 AM
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heres a DOF tip for ya user added image

make a new camera and a poly cube (or whatever.. a locator will do)
parent the cube to the camera,
write an expression on the cameras DOF distance (or whatever that attribute is called O_o)
the expression should look kinda like this:
-(cube1.tz) = camera1.dofdistance;

this will connect the z position relative to the camera of the cube
to the dof distance of the camera

now when you change the dof distance in the cameras attribute editor (try holding control and click dragging in the number input box), the cube will move to where the DOF starts.
this makes tweaking the DOF a breeze user added image

that point will be where the cameras focus is.
the other attribute, Fstop, is the distance infront of and behind that point where stuff remains in focus..

also you can can connect other DOF features to the cube too
like Fstop to the cubes scale z
but thats the most helpful one..

im at work now so im not 100% sure that all the names are correct.. but if you get stuck drop me a line user added image

edit:
oh yeah, remember to set the cubes transforms to 0 after parenting it so it right on top of the camera..


sleep is for lam3rs

Last edited by aL_3891; 11-07-2003 at 11:33 AM.
# 77 12-07-2003 , 12:36 AM
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Ah thanks al! I PM'ed you on something i got stuck on.. the expression part :p. I understand what your saying completely.. what a wonderful thing to have in maya!

For my beast.. i know i havent really done any true updates in the last day, and now today.. but i just took a 2 day break.. i should be right back on it tommorow with more updates user added image. Im also puzzling over how to get this skin to go to the head.. if anyone knows where i can find a tutorial that shows how to model something similar to the skin to metal transaction thats on the T3 movie (dead skin tutorial or something) then i would love to have it.. because im thinking of just modelling a real tiger head overtop of it and then deleting half of the faces from all different parts, and have the bone showing underneath. Im clueless on how to do skin to bone though user added image. If anyone has ever modelled something like that, like torn off skin.. can you post a wireframe shot and a shot of what it loooked like finished, really close up? Ok, cya.

:spam3: <--- just weird.


"I should call you sugar maple tree cause i'd totally tap that" haha

email - mattwettstein@gmail.com
# 78 12-07-2003 , 06:43 PM
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Finished the skull today. Its not even noon yet so i should be strating to merge it to the body today user added image. Heres a GI_Joe of the skull. I worked on the nose a bit, then got some lion skull images and figured out how the jaw attatches to the skull... this is what i got user added image. C&C welcome.

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"I should call you sugar maple tree cause i'd totally tap that" haha

email - mattwettstein@gmail.com
# 79 12-07-2003 , 06:45 PM
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looks great!!!!!
teeth are awesome


- TwEeK
# 80 12-07-2003 , 07:34 PM
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Oh, I seem to have missed this thread. That is amazing M. Awesome work!!!!!!!!!!


It's Dr. Know, Not Darknow
# 81 12-07-2003 , 07:41 PM
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user added image, thanks tweek/drknow.. yea im not so sure on all of the teeth though.

Ok, one thing though that i want someones opinion on.. should I be making this skull the proper size for a normal member of the cat family.. or should i just keep the size i had. Dont forget that there would be skin ontop of that large head.... do you think i should go for the small skull, the big skull.. or inbetween?

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"I should call you sugar maple tree cause i'd totally tap that" haha

email - mattwettstein@gmail.com

Last edited by M; 12-07-2003 at 07:50 PM.
# 82 12-07-2003 , 07:46 PM
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i think you should go somewhere in betwween, but closer to the larger one


- TwEeK
# 83 12-07-2003 , 09:13 PM
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Alright, I have now fully UV mapped the skull and all the bones. I have made a cool bone texture with bumpmap thanks to pony user added image. It now has a bone texture and looks quite good if its a big enough render. you cant see the cracks in the bone unless its a large render either... which is kinda correct. Anyways, heres a link to the image.. i didnt want to hold up the 56k'ers.

BEAST

Im thinking of redoing that spike thing on the tail, its just not... working out. Maybe add some more geometry.. i dont know. Anyways, more updates will probably be later tonight or tommorow :thumbsup:


"I should call you sugar maple tree cause i'd totally tap that" haha

email - mattwettstein@gmail.com
# 84 12-07-2003 , 09:20 PM
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That's great! Would love to hear some details on that bump map if you had time to share them.

Agree with going towards the larger head.

Quality model! user added image

# 85 12-07-2003 , 10:02 PM
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Thanks witchy user added image.

How i made that texture was first off i got a great image of bone. Almost like a marble, but has cracks and whatnot.. like bone. Anyways, I then applied that to a lambert and then got a picture of concrete with cracks (both of these from pony) and edited it in photoshop to make it greyscale and then to edit the brightness so the cracks were not too strong. I applied the bumpmap with the repeat factor set to 2.. if that makes sence. Anyways yea, i just did that and applied it to my UV unwrapped head and it came up like that user added image. Once you have your images its just tweaking.


"I should call you sugar maple tree cause i'd totally tap that" haha

email - mattwettstein@gmail.com
# 86 12-07-2003 , 10:03 PM
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What about not having skin covering the whole face, kinda like some has been ripped off.


Yeah, but no but yeah but no....
# 87 12-07-2003 , 10:12 PM
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man the skull texture is awesome user added image

# 88 13-07-2003 , 01:07 AM
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Thanks for that explanation- this times challenge is proving really useful for texture tips!

# 89 13-07-2003 , 04:44 AM
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Thanks guys.. but yea z1mmnd14... i was planning on doing that man.. thats why i modelled the skull user added image. Were thinkin the same way user added image.. heh.


"I should call you sugar maple tree cause i'd totally tap that" haha

email - mattwettstein@gmail.com
# 90 13-07-2003 , 07:37 PM
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skull is lookin good user added image
did that dof thing work for ya?


sleep is for lam3rs
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