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Old 12-02-2007, 11:06 PM   #16
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I was wanting to make a material that made the model look like it had a thin layer of see through plastic sheeting holding the muscle structure together, tried to achieve this effect with a falloff map but it did not convince. If anyone knows how i can achieve this with a material please let me know it would be much appreciated.
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Old 14-02-2007, 06:27 AM   #17
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This upper leg is now mostly complete. If i have time i will invent some new muscle groups to extend the organic looking leg muscles down to the bottom of the chicken design legs. That would be much more of a challenge as right now the areas that i am working on i am able to just copy from reference material.
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Old 14-02-2007, 07:51 AM   #18
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Very good details and all, but I thought we were only allowed 20% flesh, I think you go over it if thats the case!

Just a tought, but its kicking ass so far
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Old 15-02-2007, 12:30 AM   #19
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I love the muscle stylization. Good job, keep walking soldier!
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Old 15-02-2007, 08:05 PM   #20
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Good muscles. Way to study your anatomy. Hehe. Keep up the good work. Go team 3D Total!

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Old 16-02-2007, 07:03 AM   #21
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Roughing in the torso now, tommorow i will add detail to it.
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Old 16-02-2007, 07:05 AM   #22
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Dizzyness preventing front render.
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Old 16-02-2007, 08:09 AM   #23
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nice anatomy work you have their and nicely stylized, looking forward to seeing how this turns out.
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Old 16-02-2007, 10:11 AM   #24
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nice work sofar 0202...! how about that material? are you done that? guess you can do something with transparency n reflection maps (don't know if refractions allowed too or not?!) let me know!
btw goodluck buddy , mim,
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Old 16-02-2007, 03:00 PM   #25
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Cheers guys, my mate platypus green told me that i can acchieve the look i am going for by using a multiple layer shader, so i will give that a go at a later date, it will allow me to have two different specular layers also which i think will look impressive.
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Old 18-02-2007, 04:23 AM   #26
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Here is an update on the details of the torso.
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Old 18-02-2007, 04:25 AM   #27
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........and a wireframe render.
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Old 18-02-2007, 08:50 AM   #28
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nice 0202742, I think he needs more work on knees atm although guess you didn't start that part yet so goodluck buddy,
mim,
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Old 18-02-2007, 05:09 PM   #29
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Do you mean around the kneecap or below the kneecap? It is very rough below the leval of the kneecap as i have not worked on the area yet, i have to decide on a few design issues before i join it to the more creative robotic lower legs, ...i have not made a final decision on how the connection will be made yet. Let me know how you think it can be improved. Critique welcome.
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Old 19-02-2007, 12:44 AM   #30
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Do some drawings of how much will be styled like this and how much will be more robotic. Then you can focus on getting the details where you need them. Having a detailed drawing beforehand always speeds up the modelling process as you know exactly what you should be modelling. Means far less time tweaking and playing with proportions to get something to look right.

Also try to imagine how the low poly mesh will be built so you can build the high poly geometry in a way that the normal map won't be stretched oddly during deformation. i.e, having high detailing in places like the kneecap surroundings, where the low poly geometry stretches a lot.


Also I noticed that on the thigh front the thin muscles running down the front, the top of them looks a little distorted, I think it would be easier to use a 5 sided poly here instead of trying to make it all quads, you'll probably get a smoother mesh too. People tend to avoid >4 sided polys because the texture mapping distorts quite a bit, but for normal map generation 5 sided polys can be the ideal solution to fix areas like that.

Also do you ever use Weighting on the mesh to adjust the meshsmooth? You can get the shapes you want with lower poly counts using it.

Anywho looking good so far. But a detailed plan would help you a lot.
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