View Full Version : HMC 8: Grand Moff Tarkin
03-22-2007, 07:13 PM
ok, i´ll give it a try.
don´t know if i´m able to pull it off but i´ll do my best on a Grand Moff Tarkin model.
right now i am still searching for some reference pics.
updates coming soon
03-22-2007, 11:11 PM
unfortunatly there are not alot of good reference images of this guy out there, but at least i´ve found some to start modeling the the base mesh of his head.
i switched alot between maya and ZBrush
right now i´m working on the UV-Layout :scream:
03-23-2007, 03:02 AM
I can feel his anger!........
03-23-2007, 12:41 PM
after fixing the UVs the fun part begins: ZBrush
finally i´ve accomplished a slightly similarity (i think) but it still needs alot of tweeks.
right now i dont know if i shoud make hair + head one single poly model, or make the hair with mayas paint effects....
C&C are welcome
03-23-2007, 01:06 PM
Really great start. I think the ears are what gets me, though. It may be because of the hair not being there, but they seem farther out than the reference. The shapes of the top of your ear look a little too rounded, compared, as well. Also, the tragus is pulled out way more than his real ear. I think the symmetry can be broken up some, too. On the ref, his lips look tighter and slightly twisted towards his left side. Gonna be watching this one.
03-24-2007, 02:10 AM
thx alot ryan!
heres a small update. worked a littlebit on the ears and add some smaller details to make it look more asymmetric.
there are still some areas i´m not completely satisfied with, like the mouth. i think i´m gonna spend the next couple of days refining this model a bit more before concentrating on micro-details like wrinkles and pores
03-24-2007, 03:07 AM
Yep. Looks like him! Doing very well.
03-24-2007, 12:18 PM
It's looking really good. It will be awesome when Zbrush 3 comes out here pretty soon and everything can be done in layers so you don't have to wait to start the whole wrinkle process untill the end. It says on there web page that registered users of V2 get a free upgrade.
03-24-2007, 11:13 PM
can´t wait for zbrush 3 as well!!!
i spend some more time on his eyes, i think he´s got much more character now.
still got some trouble with his mouth though
03-26-2007, 09:06 PM
first rendering in maya.
03-26-2007, 10:02 PM
i like this lighting and the model too,maybe you can be more decided in the expresion of your character....but overall is fine.What light setup did you use in maya for rendering?i think is simple but beutifull....keep going,till reach the end...
03-28-2007, 10:10 PM
thx alot tigertiger
i just used a bunch of different light sources and rendered it in mental ray
here are some details:
i changed some of the lights intensity though, because it was to high for the SSS shader.
here is a first render with the SSS shader, bump map is still work in progress.
03-28-2007, 10:15 PM
hey, you are coming along quite nicely, it definitely looks like your reference.keep up the excellent work.
03-29-2007, 02:37 AM
Very nice model you've got going there. Excellent job with the modeling.
03-30-2007, 03:14 AM
thx alot guys
i started texturing this guy, pretty hard to get his skin right.
it´s of course WIP, i havn´t even started texturing the ears yet.
03-31-2007, 06:27 PM
Thanks for the lighting representation,it look interesting but a bit too complicated,anyway nice work until now.
03-31-2007, 06:29 PM
The model become more interesting with texture...keep it up...can i ask you what's the number of your mesh polys?You have used any displacement map or you just render it out full geometry imported by Zbrush?
03-31-2007, 10:27 PM
amazing cant wait to see the end
03-31-2007, 10:57 PM
yeah, the light setup is a bit too complicated indeed.
it dosn´t work with the sss shader anyway. i only use 3 directional lights now.
i exported the zbrush model to maya at a poly count of about 250 000. i took the model one step further in zbrush to about 1 million polys to make porse wrinkles etc. and generated a displacement map from it, which i use as a bump map in maya.
i have some difficulties getting the right look with displacement maps, gotta do more research on that subject.
04-01-2007, 05:12 AM
so, here´s a little update
i made a quick composition of my main reference image and my current cg version:
the hair and eyes are real the rest is CG. it looks quite ok i think, but when layering the real version over the cg version in photoshop and toggle the visibility on and off of one layer u can still see alot of differences which i have to tackle i the next couple of weeks...
04-12-2007, 02:39 PM
unfortunatly i had not much time to work on this model. just made minor changes to the geometry and worked a littlebit on the texture as well.
so now i´ll concentrate on eyes and hair next.
C&C are welcome!
current version: CG left <-> Composition right
It may be the viewing angle, but your reference seems to have a much more slender face...
04-21-2007, 10:27 AM
That's some crazy accuracy. Nice work on capturing the likeness exactly. It makes the reference image look CG.
04-25-2007, 07:17 AM
The last one was. :P Great work there! Incredible likeness! Looking forward to the finished product.
"The Dark Side of the Force is a pathway to many abilities.." :P
Great :) I love it. Keep up your good work. Waitin for the Final render.
04-25-2007, 07:54 PM
Roberto's Bullhorn: One week to go! (http://forums.cgsociety.org/showthread.php?f=208&t=489707)Just an FYI.
04-25-2007, 07:54 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2013, Jelsoft Enterprises Ltd.