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.
# 91 23-08-2003 , 08:00 PM
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Originally posted by NERDboy
ur dragon sucks

comments like that are ok.

Better

"ur dragon sucks" for a great dragon

than

"oh man...thats so great. keep up the good work" for a hitty crap box... user added image

just my opinion

# 92 23-08-2003 , 08:44 PM
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not at all, if someone here was a master modeler and they made a shit box i wouldnt even reply. if it was someone's first model and it looked like it was supposed to be, then i would say it is great work. because going from nothing, to something quite impressive is a big step.

# 93 23-08-2003 , 08:50 PM
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rofl....a master would never model shit

# 94 23-08-2003 , 08:52 PM
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Sometimes we have our bad days <snigge>


# 95 23-08-2003 , 10:02 PM
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Originally posted by EagleKing
rofl....a master would never model shit

even master modelers can make shit... a master is just a "speciallist"(dunno if thats the word, but)... The difference is that a when a master tackles something thats not in its speciality area he has enough general knowledge to know whats wrong and how to fix it, and he will do it before showing it (or he wont show it at all)

# 96 23-08-2003 , 10:17 PM
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I appreciate the fact that Zyk0tiK sees my work exactly for what it is: an attempt. Could it be better? 1000 times at least. Could it be worse? Probably.
I hope that the people who gave me nice comments meant them! After all these messages on how it's not productive to give compliments to bad work, I started wondering if the compliments I got were out of charity or what... user added image

And can a master make shitty work? ABSOLUTELY! In fact, some work that now we consider masterpieces, at the time they were done were considered crap and didn't sell. Most of the artists we now consider masters died starving because nobody at the time wanted to buy their stuff.


Sy
# 97 23-08-2003 , 10:28 PM
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Originally posted by EagleKing
rofl....a master would never model shit

A Master woulden't even post here:p

# 98 23-08-2003 , 10:47 PM
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*envy *
https://www.x4artists.com/interviews/alexander.php
https://www.cgeye.de/DragonsMOF/DragonMOF01.htm

(he has two years more then me so i gave myself 2 years more to reach a slightly higher level... (while i finish my business administration career and work in whatever i can meanwile) or ill just throw the towel and dedicte myself to the production area... (that is until the next decade or two when the tech will be so powerful and so ridiculosly easy to use i will achive it easily even being mediocre)

Target aquired from the beggining:
https://elimaginario.metropoliglobal....imagianrio.jpg
and other works from ciruelo and royo (the last guy illustrated a "dragons enciclopedia") but animated...

# 99 23-08-2003 , 11:12 PM
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@Silvia:

First I want to tell you, that you've got a nice model here. It's not the best modeled dragon I've seen but it´s nice, although quite boxy.

I just want to give you a hint: Go for details! Focus on the dragon´s snout for example: Look at your reference images and cut some wrinkles in, add geometry to refine the mesh the way you want, dont hesitate it, you should take your time and concentrate on your model. Think about sculptures, etc - How would you approach something like that? Add detail to help giving your dragon more characteristic.

I always think about working with clay if I move vertices around - try Subdiv Surfaces if you´re familiar with clay. IMO Subdiv Surfaces are a very, very effective way to model.

Hope you keep it up!

# 100 23-08-2003 , 11:12 PM
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wow nice!

i wanna see someone model that dragon user added image would look so awesome

# 101 23-08-2003 , 11:13 PM
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btw silvia you forgot the chinese/sneak kind of dragon...
i advice you to make one of them centering mostly on texturing the scales with bump/displacement (its enlightening for texturing and you also get to know what can and what cannot be done with displacements)

------------------------------------------------------------------------------
displacements/bumps should be taught at the same time that poly/nurbs modeling...
And deformers at the same time that modeling....


Last edited by dragonfx; 23-08-2003 at 11:24 PM.
# 102 24-08-2003 , 01:45 AM
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Wow, thank you so much for the last postings!
Of course, the dragon models made me so envious that I could have cried...
Thomas, your posting was extremely helpful, thank you so much for the list of hints! I have a question for everyboy though: the model is already a gazilion and a half polys, and yet as you can see, it is still quite boxy. How do I reconcile the 2 things?
I agree 100% about detail, which is why I am leaving the skin last to texture, because I know it's going to take A LOT of time, trial and error and banging my head against the wall. I am leaning towards using displacement and bump maps rather than adding more modeling detail to it. Do you think it's a smart way to go?
Thanks everybody!


Sy
# 103 24-08-2003 , 01:54 AM
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ur dragon sucks!

# 104 24-08-2003 , 01:56 AM
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Dude .. keep on that attitude, and you'll get banned.
Trust me.

# 105 24-08-2003 , 02:02 AM
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is he like this all the time?

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