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silhouette freak
Join Date: Jun 2009
Location: Sweden, Söderköping
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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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tompa.nu Last edited by tompa; 15-08-2009 at 10:56 AM.. |
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looking for job...
Join Date: Mar 2008
Location: France
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I like the idea! waiting to see...
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always try to do better than last time! (sorry for my poor english!) ---> DW V - Deus ex machina *Lightwave User* *Blender User*
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One Man Wolfpack
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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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Trollpost or GTFO! |
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silhouette freak
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Quote:
(only quads)
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tompa.nu Last edited by tompa; 20-07-2009 at 12:27 PM.. |
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#5 |
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Registered User
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Nice! A female Robo Cop. This should be cool to see as well.
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#7 |
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looking for job...
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really good!
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always try to do better than last time! (sorry for my poor english!) ---> DW V - Deus ex machina *Lightwave User* *Blender User*
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#9 |
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rawr.
Join Date: May 2009
Location: Surrey
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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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we're all different [...] but there's something Fantastic about that ![]() www.ataulmunim.co.uk | relating my slow and (un)steady progress in creating a showreel 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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#10 | |
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silhouette freak
Join Date: Jun 2009
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Quote:
thanks, the face are gonna take a while. sad hottnes is hard ![]() concept I use ![]()
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tompa.nu Last edited by tompa; 07-08-2009 at 09:15 PM.. |
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#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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#12 |
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silhouette freak
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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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tompa.nu Last edited by tompa; 10-08-2009 at 02:08 PM.. |
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#13 |
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Registered User
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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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#14 |
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silhouette freak
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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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tompa.nu Last edited by tompa; 10-08-2009 at 07:34 PM.. Reason: forgot to answer |
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