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Old 20-07-2009, 10:40 AM   #1
tompa
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Tompa - Gender Bender - Robocop

first step...



and some concept... got some of face too but that may change

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Old 20-07-2009, 11:19 AM   #2
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I like the idea! waiting to see...
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Old 20-07-2009, 11:31 AM   #3
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great man - looking forward to see this finished - i have used the same references for my robocop (somewhere in the wip threads, its on ice at teh moment) - so i am really interested in how this turns out.
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Old 20-07-2009, 12:25 PM   #4
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great man - looking forward to see this finished - i have used the same references for my robocop (somewhere in the wip threads, its on ice at teh moment) - so i am really interested in how this turns out.
I saw yours before starting! impressive topology on that proxy... I just mess up my result-mesh when having that complexity, I cant even control triangles (only quads)
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Old 20-07-2009, 02:47 PM   #5
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Nice! A female Robo Cop. This should be cool to see as well.
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Old 02-08-2009, 01:36 PM   #6
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ze head

no face details yet
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Old 02-08-2009, 06:48 PM   #7
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really good!
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Old 07-08-2009, 08:30 PM   #8
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the gun
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Old 07-08-2009, 08:39 PM   #9
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nice so far! :] are you allowed to post wires while competition's in progress?

face looks like a more feminine version of the original Murphy :P
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Last edited by timberwo7ves; 07-08-2009 at 08:40 PM.. Reason: forgot to add the comment that was in my head :D
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Old 07-08-2009, 09:06 PM   #10
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nice so far! :] are you allowed to post wires while competition's in progress?

face looks like a more feminine version of the original Murphy :P
I think thats okay, I don't have any wire right now thou.
thanks, the face are gonna take a while. sad hottnes is hard

concept I use

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Old 10-08-2009, 12:13 PM   #11
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Looks very good.

Is it completely polygonal modeling?

Last edited by G-khan; 10-08-2009 at 12:14 PM.. Reason: missing characters
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Old 10-08-2009, 02:01 PM   #12
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Looks very good.

Is it completely polygonal modeling?
thanks, the pipes on her head is controlled by a spline curve. not sure what you mean otherwise, I don't use nurb surfaces or sub divs. no "zbrush" sub divs either.

I really don't know how you and other guys can have such highpoly zbrush models and then take them back into maya/max
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Old 10-08-2009, 02:41 PM   #13
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I see, I meant if you used zbrush or mudbox...

After modeling the highres mesh in zbrush there are 2 methods I know to export detail to low resolution mesh.

1- Since models are scuplted with a subdiv history in Zbrush, you can create a normal map using zmapper at level 2 or any level except highest level(forexample level 2 is 5,000 faces where high-res mesh is around 1.000.000). Created normal map will project all high-res details. But u must have UVs at your model.

2- You can take your high-res mesh to max or maya and re-topology \ remodel a low-poly mesh over the high-res, UV map the low-res. Than you can project details \ bake(render to texture) high-res mesh details to a normal map for use with low-res.

Last edited by G-khan; 10-08-2009 at 02:43 PM.. Reason: minor addition
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Old 10-08-2009, 07:32 PM   #14
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to g-khan: alright.. I always do the second. I'm a silhouette freak, so having a quad'ed zbrush mesh as final would surely kill me.

what would Cedric do


oh yeah the face is zbrushed the rest is proxy
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Old 13-08-2009, 01:23 AM   #15
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and with arms
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