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.
# 1 27-09-2005 , 03:02 PM
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Sept/Oct - Norm - Epsix

Hi everyone,

I'm new here, found this place through an article of gfxartist.com. Not that I'm good enough to be a part of them lot or anything.

I'm no expert on modeling, but I'd like to compete with the norm's anyway.

My choice is Hawk from Seiken Densetsu 3. If you're wondering... SD3 was never released outside Japan, but a fan translation was later made and renamed Secret of Mana 2. I'll have to browse the boards to see if anyone's got this choice already. I won't do it if it's already being done.

Please correct me if I'm wrong, but SD3 was made for the SNES, and no remake was ever made up to this date. A Sword of Mana was released for the gameboy, but apart from some recycled elements it is in no way connected to SD3.

I'll post some some game shots soon!

# 3 27-09-2005 , 03:59 PM
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welcome to the boards and good luck user added image


Examples of bTraffic - a traffic animation tool for Maya
bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
Jan/Feb Challenge 2007 Entry and W.I.P
May/Jun Challenge 2006 Entry and W.I.P
Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
Nov/Dec Challenge 2005 Entry and W.I.P
Sep/Oct Challenge 2005 Entry and W.I.P
Jul/Aug Challenge 2005 Entry
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# 4 27-09-2005 , 04:53 PM
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I'm a member of GFX artists also. I don't go by the name THX1138.

Hope to see some awsome stuff with your challenge entry. Good luck aswell.

# 5 27-09-2005 , 08:59 PM
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Welcome, buddy. I'm new on 3D too, and I'm here too learn. Your character looks great, doesn't? I hope you have much fun here.

# 6 27-09-2005 , 09:01 PM
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heres a suggstion, if yer new to 3d, i dont suggest modeling a humanoid character..... thats just me thoughuser added image


Environment Artist @ Plastic Piranha
www.joopson.com
# 7 28-09-2005 , 08:44 AM
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thanks for the warm welcome guys.

I'm not completely new to modeling. I've been a level designer for several years, and I've been making my own meshes for a while now. Organic shapes and such are quite new to me, but I'm willing to try.

I've almost settled on what my design for Hawk will be. I'm planning on toning down the cartoon feel a bit, and go between a mix of realism and cartoon style. I'm also messing around with the clothing, since his current clothes are hardly functional

I had two questions though. A lot of people post their progress here. Is this required? And how will our models be judged? Do we have to render them ourselves with a nice backsetting, or do we have to submit the file?

Cheers!

# 8 28-09-2005 , 09:30 AM
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for question 1 check out answers 1 and 6 in the rules post

for question 2, I dont have a clue but it'd be nice to read each of the judges minds and see what they'd prefer user added image I'd say present it how you like but it might help to do a groovy pose or maybe even in a game environment.
Ultimately though its up to the mods/judges user added image


Examples of bTraffic - a traffic animation tool for Maya
bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
Jan/Feb Challenge 2007 Entry and W.I.P
May/Jun Challenge 2006 Entry and W.I.P
Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
Nov/Dec Challenge 2005 Entry and W.I.P
Sep/Oct Challenge 2005 Entry and W.I.P
Jul/Aug Challenge 2005 Entry
www.flash-fx.net
# 9 28-09-2005 , 03:57 PM
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Here are some updates.

https://tonga.globat.com/~episode6.co..._upperbody.jpg

Although I move around quite easily and I can get the desired results almost every time, it's still hard to come up with something good. Guess my limited knowledge in anatomy starts to show here.

luckily I've still got a few weeks.

# 10 28-09-2005 , 05:34 PM
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wow, yer good....user added image i like the torso style:attn:
you should build it with his arms straight out if yer gonna rig ituser added image


Environment Artist @ Plastic Piranha
www.joopson.com
# 11 30-09-2005 , 01:16 PM
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thanks Joopson, I don't know if I'm going to rig it or not. I'm very bad at rigging user added image

Again, I ran into some problems. I thought I could model the body first, and add clothes later, but I find modeling the body and clothes in one an easier shortcut.

https://tonga.globat.com/~episode6.co...creen_body.jpg

so uhm, haha, guess it's very much a WIP user added image

# 12 03-10-2005 , 01:47 PM
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# 13 04-10-2005 , 02:57 PM
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# 14 04-10-2005 , 03:51 PM
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If you need sharp edges, assuming you're using polys or sub-d's, all you need to to is add an extra edge (using the Split Poly Tool) close to the edge you want to sharpen. The closer the edges are, the sharper it will be. If you're using sub-d's you can also use Crease (Subdiv Surfaces -> Full/Partial Crease Edge/Vertex)


Liter is French for 'Gimme some ****ing cola before I break vous ****ing lips!"
# 15 05-10-2005 , 01:08 PM
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