View Full Version : Jedi Knight Luke Skywalker

06 June 2007, 04:39 AM
so, after having been messing around with this on and off for the past week or two, I figured that I should actually post something. :D

Here's a nice wire of what I have on Luke's face thus far. Some tweaking is needed of course, but I think I'm doing okay (lack of a decent side reference withstanding).

This next pic is an early attempt at Maya Hair. Not too bad since I've never used Hair before, but it needs work. Also, for any of you rendering gurus, is there a way to get Maya Hair to show up in Mental Ray? So far, only Software Renderer works.

And know the weapon of a Jedi Knight.....

took me a few hours during the day to build. I'm sure I could've spent less time on it had I
not been so edgeloop happy to make sure it could convert to sub-D correctly.

and with the blade ignited....

And now, I've got some questions, though it's mainly in the ways of rendering and lighting.
I've been using the Create Physical Sky and Sun option in the Mental Ray Environments tab a lot, however, I notice that my shader colors have a tendency to get washed out considerably, ruining the render. Also, as with the lightsaber glow, I'm not getting a truly defined glow, more like a low key haze. Currently, I'm using a Phong E with Incandescence and a 2D ramp attached to the Glow Intensity. I've played around with it a little, but I'm not really getting the desired results for either problem.

Anyways, I hope to have more to show relatively soon.

06 June 2007, 03:22 AM
As promised, the latest updates. The low poly body is pretty much done, pending tweaks. Also, I think I'm going to skip out on Maya Hair for the time being and just use poly planes.

Anyways, I may wind up redoing the head to better match the body I built, as well as model a low-poly lightsaber.

06 June 2007, 05:16 PM
Okay, here's the latest progress. I built a low res Lightsaber that may work better for taking into a program like Zbrush or Mudbox. Nothing terribly fancy I'm afraid. Just need to get back to finishing the low res body and unwrap my UVs.

06 June 2007, 02:10 AM
Slight update. Lowpoly model is more or less done. Need to extrude out the ears and finish unwrapping.

06 June 2007, 02:20 AM
The edgeloops around the mouth and cheek area can be refined further.
What happened to the higherRes model?
Are you going to push up the SubD of the whole model eventually or are you gonna be leaving it LowRes?

06 June 2007, 03:31 AM
I still have the higher res head. I went low-res just because it's a lot easier for me to build from one low-res model, than having to deal with a load of polies and forcing them to conform to the desired shape (which is what I wound up with AFTER doing the high res head).

I do plan on Zbrushing the mesh after unwrapping (this should be interesting considering I've never used Zbrush before). Hopefully, I'll be able to accomplish a lot in the next two days.

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06 June 2007, 03:31 AM
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