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Claudio72
06-24-2003, 07:15 PM
I'm here, after a long time and after 100 tutorial that I consider close to useless, with a new head modelling

here my start phase, 92 polys, I've a front image as reference, no side images

http://web.ticino.com/splashchallenge2/images/wip1.jpg

Claudio72
06-24-2003, 07:25 PM
180 polys

http://web.ticino.com/splashchallenge2/images/wip2.pg

Claudio72
06-24-2003, 09:33 PM
256 polys
the skin is a really simple procedural

http://web.ticino.com/splashchallenge2/images/wip3.jpg

Claudio72
06-24-2003, 10:22 PM
I've digged the possibility to morph the character using smooth shift whithout adding poly and I'm now ready to trash it

next time will be better


http://web.ticino.com/splashchallenge2/images/final4.jpg

Claudio72
06-24-2003, 10:27 PM
here's the HN wire

http://web.ticino.com/splashchallenge2/images/wire4.jpg

Geespot
06-24-2003, 10:43 PM
i liked the end result.

But ho you do those wires?

manlio
06-24-2003, 11:25 PM
Seems AddAtom array object of Cinema 8.

Claudio72
06-25-2003, 07:02 AM
yes, all the wires are atom array in all the images

JIII
06-25-2003, 02:57 PM
not bad dude when this mesh reaches full resolution it will be really great.

manlio
06-25-2003, 03:33 PM
Claudio, dimenticavo. Ottimo lavoro!! :thumbsup:
If you'll create one of your great shader, this model will become amazing!

Claudio72
06-25-2003, 03:38 PM
I think I'm going to start a new one(not now, but soon) because I miss too many loops and the eyes area sucks(also the nose, but it only need some work)!!

About the shaders, I only want a nice and easy to use procedural, and I think it's not far to be reached.


thank's to all..............

Claudio72
06-25-2003, 09:37 PM
this evening I did this and it's ready to be trashed too

441 polys

http://web.ticino.com/splashchallenge2/images/torso2.jpg

Claudio72
06-25-2003, 10:31 PM
here the wire
http://web.ticino.com/splashchallenge2/images/torso3.jpg

Claudio72
06-25-2003, 10:45 PM
here in a sort of statue
http://web.ticino.com/splashchallenge2/images/torso4.jpg

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