Integrating 3D models with photography
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# 1 29-06-2011 , 11:37 AM
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T-800 skull

Hi,

I've started to make the skull of a T-800, thought I'd start a WIP. Not sure how much time I'll have and how frequently I'll be working on it but I'll update the thread when I can. Just one image just now,

cheers

Gubar

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# 2 29-06-2011 , 11:55 AM
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The thin red line
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Nice start gubar............dave




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# 3 29-06-2011 , 11:27 PM
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nice start mate...looks evil already! LOL good luck with it mate

cheers bullet


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"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 4 02-07-2011 , 12:32 PM
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Thanks, still got a lot to do. Couple of updates,

cheers

gubar

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# 5 06-07-2011 , 11:41 AM
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Added rough teeth and been tweaking skull and jaw

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# 6 06-07-2011 , 12:58 PM
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That model is certainly capturing the essence of 'dead' mean mate...nice work so far!

cheers bullet


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"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 7 13-07-2011 , 04:10 PM
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Thanks Bullet.

More updates, going to make the neck too but no more, then into zbrush for detailing and texturing.

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# 8 13-07-2011 , 04:12 PM
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Smoothed version:

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# 9 13-07-2011 , 04:32 PM
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Looking good gubar you have got that evil look to it...........dave




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# 10 13-07-2011 , 05:22 PM
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Looks like youve given yourself a good foundation to scuplt on. Good luck.

# 11 15-07-2011 , 12:36 PM
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Thanks Ben.

Added additional Jaw detailing and just added indentations on rear-side skull in zbrush and tweaked shape of skull,

gubar

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# 12 15-07-2011 , 12:57 PM
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That is one scary looking skull mate...well done so far!


bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 13 18-07-2011 , 01:31 PM
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Not entirely happy with the cutting in of the detail, but hoping that once it's shaded any uneveness will not be noticeable. Added these by drawing in alphas, inverting and then inflating with a negative value,

gubar

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# 14 18-07-2011 , 04:28 PM
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Looks Ok I think. Could just be wear, unless youre going for the straight from the factory look. What's your polycount, I can see it's not ideally high enough for alpha level detail in this shot? In places at least...

# 15 18-07-2011 , 09:59 PM
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Thanks Ben,

poly count is 3.1 million on the main/upper skull (only place I've detailed so far), though on a couple of occassions this wasn't enough so went up to 12.4, added the detail, then went back down and deleted the higher subdivision (sometimes you're not getting enough resolution, you can go up a level and add the detail, then come back down and the detail is held better than if you had added it at that level. I don't have enough memory to work lag-free at 12 so I then delete the upper level).

The issue's not so much resolution as tidying up. The red lines show the parts that were added with custom alphas and/or masking. The blue one is the part I'm not happy with, though the forehead and curve on top of head will get some more work too,

cheers,

gubar

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Last edited by gubar; 18-07-2011 at 10:11 PM.
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