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By Tim Ellis
#196293
Either a doctor or shrink. ;)

Mesh process and wire:-
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Close up wireframe overlay:-
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Cornea blending and texture map resolution increase. Now at 5000x3000 to reduce pixelation in the close zoom shots. Enlarged using Image Analyser.
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Double eye close up showing iris variations:-
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I couldn't get the corneas to blend using MXMs, so it's a PS clone brush fix for these. I've tried wieght maps and transmittance maps, but couldn't get the sharp edge of the corneas to fade.

The cornea MXM is a tinted AGS material with a bump map. Any suggestions? Or are transparency graduations not possible, due to the grey involved?

Tim.
User avatar
By Tim Ellis
#196418
An overnight render of the one above, corneas not blended.
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Different specularity map and cornea material blending improvement. Still being refined.
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I used Tom's clip map tips to overcome the transparency blending problems I had.

(From the hair clip map problem thread.)
Tom wrote:OK, the mistake is using transmittance map in ghost layer. Ghost layer is unique, you should leave it alone. Otherwise the curse happens.
Remove the transmittance map from ghost layer and set the transmittance to full white. Other settings are OK. By the way, you don't need selecting alpha channel for this.


A further improved version tomorrow.

Tim.
User avatar
By Tim Ellis
#197112
Not a huge ammount of progress as I've had to work on other projects.

Still need to remove the Zombie's nose. Forgot about that. :oops:

Added a skeleton which is currently protruding in most of the right places. Needs much more tweaking though.
I need to re-displace the head to expose some skull bone that's now present.
Skeleton visible on Zombies closest forearm, wrist and back of the hand. Also at the rib cage area.
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Idea for http://www.cgsphere.com
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Tim.
Last edited by Tim Ellis on Mon Nov 27, 2006 10:01 am, edited 1 time in total.
User avatar
By tom
#197135
Hahaha :lol: Use the original head instead of sphere :)
User avatar
By Tim Ellis
#197160
:oops: I'm being too literal in my spherisms then. :roll:

Will try a head version, cheers. :D

Tim.
User avatar
By Tim Ellis
#197287
Cheers.

Skeletal and body progess. Textures are not final.
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Tim.
User avatar
By DrMerman
#197304
Holy crap man :shock: Awesome stuff! Those arms are naaaaaaaaasty...
By tokiop
#197478
cool body 8) very nice modeling and texturing Tim!
By giacob
#197493
these zombie would need some holiday.. look a bit worn out (phisically) .. psicologically seem s at hos best instaead
User avatar
By andretto
#197500
:shock: :shock:

hey, i know what he is saying:
"sh*t, that bathtub was full of acid!"

seriously, this is getting more and more insane :)
User avatar
By -Adrian
#197531
I think i'm throwing the towel on this page, this stuff is getting too much for me, and i've been goatsed and tubgirl'd a dozen times :o
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