1:6 Scale Terminator Endoskeleton

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Been watching your progress. The place I work has been developing a plating process for in house nickel plating over 3D printed parts. Almost no loss of detail. It even captures the layer lines of a 20 micron print. Also makes the part a lot strong so thin printed parts don't suffer from the fragility that can come with them. A colleague is working on a 1:3 but I think it would be fun to do a 1:6.
 
Sounds pretty awesome
Do you have any æictures to show the process or the end result?
Can't share the process but here is a test result to show how much detail is retained.
 

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I've been out of the loop for a long while, just now seeing this. Amazing work TMG, I'll jump over to RPF, seems like there is more talk on this subject.
 
Thanks. And yeah... the thread over there is insane... so many cool tidbits of info and some AWESOME pictures.

Did a little work on the Cinemaquette neck pieces I got as 3D reference from ghostman in order to make a new neck, based on my scans. The thing with the Cinemaquette parts is that they are not warped like the LFS ones. Realized that the sixth neck piece isn't the originally sculpted sixth piece, but rather just the fifth one repeated. I just left it in as a guide to where the sixth one should sit.

1: I tried first matching the Cinemaquette parts to the LFS scan. I lined them up so they matched the front, but didn't so much care about the back as that is the area where the LFS are warped and it created the first row of results.

2: Then I matched the Cinemaquette parts to the T1 picture of the neck and got things pretty close. I have the fourth and fifth piece still merged, but when doing this matching I realized they sit too close together, so I will split them and lower the fifth one so it matches the T1 picture.

3: Lastly I took the second one and lightly angled the pieces so the front looked more like the LFS neck and thought it looked better than the one plainly angled to the T1 picture... but it may not be correct. Anyway... here are the pictures.

I originally thought the LFS wasn't too accurate, but it is in fact pretty close to the 3rd option which is my fix to the T1 picture one.

Which one do you prefer?
2024-09-09-Cinemaquette-Neck-Repositioning.jpg
 
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Also working on a few busts - a Future War version wearing rags and a kind of hoodie and a mix of battle damage inspired by T1 and T2 and maybe T3... and then a T1 version.

Here's the setup where I line up the endoskeleton parts to the bust.
2024-09-23-Bust-01.jpg


And here I'm showing that the way the lower jaw on the endoskeleton is sculpted it won't fit inside Arnold's face. Likely caused by them sculpting the top and jaw separately. + it looks "stronger" with the more square jaw. The skull on the far right is my foam skull. Not the best to compare with as the top is not placed perfectly on the jaw when they molded the master. It should be a little further down at the front to show the bottom teeth more and maybe a little further up in the back... but it will still be more "square" than the rework. I will use the reworked jaw in the Future War bust in case I need to show more of the jaw like the T3 damage shows.
2024-09-25-Bust-03.jpg


And here's the current work on the T1 Battle Damage bust. Second attempt at battle damage. Working on the T1 style first. I couldn't get razor sharp cuts, so I will have to figure out how to add those later. Also need to add peeled skin flaps hanging down here and there. Will add them later.

Did the eye area the day before, then forgot not to move closer in towards the bust as that messes up Blender and I damaged the geometry. I had gotten really far too... and like a moron forgot to save while I was going... and for some reason the damage traveled back into earlier stages, so I couldn't go back and save an earlier one. Lesson learned... but will likely be forgotten in the future... as I've done this enough to actually know better by now.
2024-09-29-Bust-01.jpg


Anyway. Hope you like.
 
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Attempted a more difficult kind of 3D modeling than I'm used to. Tried it a few times before but it never turned out great. It would probably be better to do in Blender... but I'm still not too used to that program yet. I roughed in the shapes and got some of the parts smoothed out a bit. Basically the center area between the two upside down L's. I tried smoothing the L's too, but it didn't look good, so I didn't continue with those.

My question then is: how to I go from this blocked-in low-poly model to a high-poly detailed model?

Photogrammetry scan of the 1:3 scale Cinemaquette at the top. My rough attempt in the middle and the smoothed attempt at the bottom.

2024-10-08-T-800-Endoskeleton-Cinemaquette-ghostman-Photogrammetry-Scan-Rectangular-Chest-Piec...jpg
 
Got a little further. Uncertain whether the new eye battle damage is as good as I did it previously where I was unable to save it because it got corrupted. Anyway... will likely do more tweaks to both areas I've worked on so far. And hopefully soon, I'll get to the next area.

Enjoy.

2024-10-11-Bust-01.jpg
 
Worked on the chip models. There were different versions and scaled made and used for the movie. I modeled the normal sized one, and also the oversized one and scaled it down to the normal sized one. And then I did a combined version with details from both, as well as adding groove details seen on an unused chip design.

Normal version left, oversized version middle, and combined version to the right.

Chip-05.jpg


This is the groove detail I used for the combined one.
t2chip1__05493.jpg
 
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