View Full Version : Object: Skull in a Scream
ZeroNeuro 02-16-2003, 07:40 PM I have had many requests for this one. It is a model I started a while back for my Stilled Life scene, and some were wondering where I took it from there. Well here it is. I've UV'ed it, hand painted the textures, and reworked the detailing.
I plan on using it for a later work, but not as a centerpiece, so I wanted to show off the detailing. Hope you enjoy!
Cheers
http://www.zeroneuro.com/gallery/SkullNO.jpg
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betelgeuse
02-16-2003, 07:46 PM
Nice skull model. As long as you've put suture joints for the nasal bones, orbits and maxilla, why not go ahead and add them for the frontal, parietal, temporal, and occipital bones?
lurifrax
02-16-2003, 07:47 PM
nice modeling, but i think the skull shines to much... it should be more dull.
ZeroNeuro
02-16-2003, 07:51 PM
Well, it was never made to be seen from this angle or from the side. It's a model that is on a shelf and... well I best not let that cat out of the fridge just yet. ;) So I basically figured that if it wasn't going to be seen from the side, then I could sort of fudge it to save time (something I really have to worry about being a single freelance artist)
More dull? Hehhe well, if it was any more dull it would be concrete *grin* The textures are scaled for visibility at about 5 feet from the camera and further. So the textures are a bit more harsh than they would be so that detailling can be seen more clearly.
leigh
02-17-2003, 09:43 PM
Looking cool so far, but there is something that doesn't quite look right - I can't really explain it, but the skull needs to look "drier" - bone tends to develop a very dried out, brittle look to it after a while. I think you could do this by bringing down your glossiness, for starters.
The actual grain of the skull (the bump) might be a little large, but then again, I guess that certain kinds of erosion, such as sand, could cause wear like this :)
The teeth look really nice - I like the colours :)
As for the colour on the skull - you should try and eliminate some of the black tones, because I don't think that you would get such dark colours in bone :shrug:
You seem to have some stretching in your UV map around the lower jaw.
I know you said that you modelled this - but did you use another skull model as reference? It looks oddly familiar :surprised
ZeroNeuro
02-17-2003, 09:55 PM
Yeah It looks familiar :) I did the model like, 2 years ago, and I had the thing all weirded out. Way too much tessellation, and I couldn't get the area where the jaw hinges to look right. So, for the area just above the hinge, I did use the Lightwave high resolution skull for referance. But then again, that skull is so high poly it's not usable. If you flow back through my posts, you will see the model again, in the image entitled "Stilled Life" and you can see the progression. (The stilled life image was done before I had that object as a referance. So, I had that much already modelled) The bridge of the nose in the LW model is weird too. You can tell when someone uses that thing because there are two humps, or ridges to either side of the nose bridge; and a strange swirly pattern in the top of the skull. *grin*
So, yeah.. it looks familiar. But this is because there are a ton of skulls out there ;)
The textures needed to be exagerated so that detail can be made out. Since it is a background model. I do agree with you on the jaw texture. The UV must have reset itself, because I thought I had that fixed. lol just goes to show that nothing is ever 'finished'
dolmuji
02-17-2003, 10:16 PM
good job! :thumbsup:
Mazaa
03-01-2003, 06:34 PM
Looks awesome! There is a little stretching around the jaw line and behind where the ear would be.
draconix
03-01-2003, 06:52 PM
Nice, I think the problem is that the edges are so smooth, they belie the age shown by the rest of the model. Try showing some dents on the horizons of the object.
CuTnPaste
03-14-2003, 09:46 AM
impressive the materials of the skull.....wow..
cut:p
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