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Old 11-30-2006, 09:50 PM   #31 (permalink)
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Nice :D
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Old 12-01-2006, 03:02 AM   #32 (permalink)
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Nice, I personally like zbrush but dint really get much time to work on it, lookin cool :)
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Old 12-01-2006, 05:46 PM   #33 (permalink)
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very good! you're so quick. i can't decided yet what i want :( good luck
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Old 12-01-2006, 05:49 PM   #34 (permalink)
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Having a few issues with the hair that I am working through, but here is my first test with a partially textured Samson and at least his mustache.
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Old 12-01-2006, 08:13 PM   #35 (permalink)
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Test002: This is slow going trying to locate the curupted item in the file. I am up to the Mustache, cheeks and Beard so I should find it soon. I already found a curupt light. That was a first for me. Once I made a new one it is back on track so that could have been the only curupted issue, we shall see. The hair still needs a good deal of tweaking to get away from that "CG" look, but this is good enough for testing. Texturing is still a LONG way from being completed as well, but he is starting to get a bit of live I think:).

Notice the "artifacts" in the forehead. I am trying to find a resolution for this as well. It is due to the way that photoshop handles gradients. The problem is this: displacment maps in the mental ray connection or in sss skin+displace maps only go up to 4096/16 bit or 2048/32 bit. Size is more important than depth since I cant have both so I go with the 4096/32 bit then dumb it down in photoshop. I have tried exporting 4096/16 directly from ZBrush, but max does not like it as well either so I am still playing with those settings. I should have a solution soon on that part though.
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Old 12-02-2006, 05:32 AM   #36 (permalink)
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Test003: First completed test with mental ray working properly with the hair. It was a number of issues that dealt with setting changes, performance changes and some effects tweaking. I will now do some experiments with the various shaders that I have heard of that can improve hair visuals.
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Old 12-02-2006, 07:17 AM   #37 (permalink)
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very good progress so far..

you pretty much handle the history correct.. but i can add a few things..
first of all, they didnt leave a writing, because they didnt have.. but they took the hebrew ancient writing upon arriving to israel shores, so if you will want to put writings on the wall or pottery (a thing they were good at), use the ancient hebrew one.
the plishtim (sorry that i dont know how to spell in english, so i free translate from hebrew) are actually greek culture, they came from cyprus greece and cretes (again i think this is not the real english word) so they built in a early greek style, not egyptian or assyrian... that mean, more circular.

thats it, hope i could help abit..

i am looking forward to seeing this.
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Old 12-02-2006, 02:18 PM   #38 (permalink)
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Thanks a great deal. Can you share some of your source material so I can do further research? I have an extensive library on a number of historical subjects but always add the volumes I use on every project if possible.
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Old 12-02-2006, 03:38 PM   #39 (permalink)
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im smiljan66 your doing good i like the sketches , but the only mystake that i see , is that the skin looks like wax!
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Old 12-02-2006, 03:41 PM   #40 (permalink)
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yes, I have not textured him yet. I am working on that now. The wax look comes from the default settings in max's SSS Fast Skin + Displace which I think is a good starting point for testing the displace and hair.

The wax look will go away as I texture him. Should have that done by tomorrow or monday if all goes well and my wife does not have too many "honey-do's" on her list /grin.
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Old 12-03-2006, 03:27 AM   #41 (permalink)
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Samson_TextProgress_001: Neck and head skin/scars layer completed accept for adjustment on the ears where the beard is creeping up on to the lower part and the seam on the shoulders which is minor. I will also adjust the mustache area some and will likely add a hairline even though it will be covered so that I can render less hair and let the hair line act as a psudo shadow. I am using displacement map in the displacement channel and the bump channel and foregoing the normal map altogether after testing. I am satisfied with this combination for the distance of my camera views that I have planned. He is still slightly too wet and I have not tweaked SSS, etc., but I am happy with the progress so far. I will do the "vein" layer much later in the process.
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Old 12-03-2006, 06:12 AM   #42 (permalink)
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Samson_TextProgress_004: A bit more progress on the torso. There is an odd thing happening to the area at the edge of the chest muscle. I will look into what might be causing this. I am not too worried about it though since there is hair to cover it to a degree.
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Old 12-04-2006, 07:25 AM   #43 (permalink)
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Test_Full001: Well, he is at least fully clothed in an epidermal layer now. I made this pic to test for seams and did find one along the back of each arm that I had missed. If you see any other other than the arm/wrist let me know please. Discovering ZBrush's ZAppLink was so great. It makes dealing with seams such a non-chore. Thanks again Pixologic! I will get to the scar, dirt, vein, SSS, Specular, etc. layers next.
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Old 12-04-2006, 03:05 PM   #44 (permalink)
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this is turning out great like the way it's evolving. hair hair hair "hihi " :P
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Old 12-04-2006, 03:07 PM   #45 (permalink)
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Thanks for the encouragement:) I am working on the other texture layers currently then I will tackle the mental ray hair shader challenge. I have a long ways to go, but I think it will look decent once I get the environment and lighting down and then movement will just make it all pop I think;).
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