View Full Version : HMC 8: Grand Moff Tarkin

03 March 2007, 06:13 PM
ok, ill give it a try.

dont know if im able to pull it off but ill do my best on a Grand Moff Tarkin model.

right now i am still searching for some reference pics.

updates coming soon

03 March 2007, 10:11 PM
unfortunatly there are not alot of good reference images of this guy out there, but at least ive found some to start modeling the the base mesh of his head.

i switched alot between maya and ZBrush

right now im working on the UV-Layout :scream:

03 March 2007, 02:02 AM
I can feel his anger!........

Great start!

03 March 2007, 11:41 AM
thx kraken

after fixing the UVs the fun part begins: ZBrush

finally ive 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 March 2007, 12:06 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 March 2007, 01:10 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 im not completely satisfied with, like the mouth. i think im gonna spend the next couple of days refining this model a bit more before concentrating on micro-details like wrinkles and pores

03 March 2007, 02:07 AM
Yep. Looks like him! Doing very well.

03 March 2007, 11:18 AM
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 March 2007, 10:13 PM
cant wait for zbrush 3 as well!!!

i spend some more time on his eyes, i think hes got much more character now.

still got some trouble with his mouth though

03 March 2007, 08:06 PM
first rendering in maya.

03 March 2007, 09:02 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 March 2007, 09:10 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 March 2007, 09:15 PM
hey, you are coming along quite nicely, it definitely looks like your reference.keep up the excellent work.


03 March 2007, 01:37 AM
Very nice model you've got going there. Excellent job with the modeling.

03 March 2007, 02:14 AM
thx alot guys

i started texturing this guy, pretty hard to get his skin right.

its of course WIP, i havnt even started texturing the ears yet.

03 March 2007, 05:27 PM
Thanks for the lighting representation,it look interesting but a bit too complicated,anyway nice work until now.

03 March 2007, 05:29 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 March 2007, 09:27 PM
amazing cant wait to see the end

03 March 2007, 09:57 PM
thx !!

yeah, the light setup is a bit too complicated indeed.

it dosnt 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 April 2007, 04:12 AM
so, heres 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 April 2007, 01:39 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 ill concentrate on eyes and hair next.

C&C are welcome!

current version: CG left <-> Composition right

04 April 2007, 10:02 AM
It may be the viewing angle, but your reference seems to have a much more slender face...

04 April 2007, 09:27 AM
That's some crazy accuracy. Nice work on capturing the likeness exactly. It makes the reference image look CG.

04 April 2007, 06:17 AM
The last one was. :P Great work there! Incredible likeness! Looking forward to the finished product.

04 April 2007, 08:35 AM
"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 April 2007, 06:54 PM
Roberto's Bullhorn: One week to go! ( an FYI.


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