T1 and T2 Endoskeleton Research Thread

Did 5 more scans today. Will post pictures later. x2 means they work for both left and right.

Arm - Lower - Right
Arm - Lower Wrist - x2
Shoulder - Right (T1) - Left (T2) - This is only one model, but they are on different sides the T1 and T2.
Shoulder Piece - L
Shoulder Piece - R
 
I only have the right lower arm. The left is missing a screw, but otherwise I don't know how different it is - whether it is a completely different sculpt or the same just with that missing screw. As it stands I have not been able to find anyone who has the left lower arm piece, so I'll probably just have to work with the right one for both sides.

Arrow pointing at the screw that is not on the left arm piece on the originals. If anyone has it without that on the left arm of their endoskeleton kit, please let me know.

T-800-Endoskeleton-2023-08-30.jpg
 
Sorry. It wasn't the lower arm wrist piece, but instead the lower leg ankle piece I scanned. I will pull the ankle pieces up to the shin piece eventually... I'm just a little too tired to do it tonight.

Anyway, here's the progress. A few of the scanned pieces are hidden behind other pieces, but didn't feel like doing an exploded view to see all the parts.

For fun I could even start arranging the pistons I made in their proper locations. Though, I don't think my old computer can handle all those models being loaded at the same time to get a picture of it. I'll see if I can manage it eventually.

T-800-Endoskeleton-2023-08-30-2.jpg
 
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The amount of scans are now too big in order to load them all at the same time - on my old Mac where I currently have the software I use - and create a render for an image to post here, so I've had to split things up and merge a few images together into one. The parts to the far right is what I scanned yesterday.

T-800-Endoskeleton-2023-09-01.jpg
 
Got a few more parts done. I think I'm finished with the big parts. I was not able to scan the neck, as the scanner had a hard time getting in between the pieces, so I'll cut that piece apart and scan the individual neck pieces. Other than that... I may do the fingers... but not sure yet.

T-800-Endoskeleton-2023-09-01-02.jpg
 
Thanks.

Looking back at one of Quartz' pictures of the leg test, the knees are on the other legs than is normal for T2. Was that consistent throughout T1 production all the way up to end of filming? I will have to check the movie to see if it is possible to see in the movie.

T1 - Behind the Scenes - t2-sfx-sculpting-065.jpg


And you can see it is T1 style from this angle:

T1 - Endoskeleton - Stan Winston Studios - Kit - 030.jpg
 
Or was that simply done at random, 'cause I've found a few T2 and T2:3D+ images that show then placed both ways.

Damn... I need to get back to modeling on the T1 style knee models I was doing. I need to get that groove-work done and now that I have the scans it should be easier to get them correct.
 
Was working on the right T1 knee 3D model I made using the left T2 knee scan as reference. It showed that my grooves were pretty decently placed, but some needed raising, while others needed lowering and some of the vertical lines had to be moved either towards the left or the right. Now they line up with the scan for the most part, except being more straight than some of the scribed lines on the prop. Made most of the grooves that run across the top of the bottom part surface and am now struggling with how I'm going to do the ones up the vertical part of the knee.

I'll finish the right one first to see how it turns out in the end. Maybe it will end up being too "perfect" and wouldn't match with the rest of the endoskeleton kit scanned parts... so may have to be redone when making the T2 ones, so both versions has the same "prop" look.
 
I forgot to post the image of the knee model versus the scan. There are a few things I need to fix.

As mentioned a lot earlier in the thread the scan does not extend down as far as the Tomenusouke endoskeleton or other props, but I'm trying to determine whether it is a T2 feature, or just a T2:3D onwards feature. The LFS just stops at the bottom groove, so I extended my model further down to match the Tomenusouke endo.

The vertical edge on the vertical ring is also not straight up, but angled slightly so I will have to remedy that on my model.

T-800-Endoskeleton-2023-09-04-02.jpg
 
Looking for very clear shots of the T1 knees. I need to see how the grooves look in the area that is obscured by the T2 knee-caps. I have some shots of the Tomenosuke shoten shop endoskeleton, but they are at odd angles, so it is hard to determine where it sits on the front in relation to the vertical part of the knee prop. Any help would be appreciated.

Funnily enough... that endoskeleton has the knees in the "T2" style, and not swapped like in the test legs above. So maybe it is just random how they placed them... or they didn't go with the way they were on the test legs. I didn't have any shots of the back of the knees from that endoskeleton, but I could tell by the grooves on the bottom horizontal part, because they are different on each knee.

From now on, when working on the models I'll just label them the same as the LFS kit and then leave it up to people to decide on which leg they want to put them. :)
 
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Thanks. I just made it 100 times harder for myself by matching the knee model I made to the scan. Took a lot of work... but then when I was done I realized I just screwed myself over regarding the grooves... I should have done those first on the plain model. GRR.

T-800-Endoskeleton-2023-09-07.jpg
 
I wonder, now that I have the scans, whether it wouldn't just be easier to bake (or whatever it's called) the scan into the low poly model - if that's possible - and then just remove the knee cap and scribe in the missing grooves and added length at the bottom instead of what I'm doing? Of course I would have to clean up the resin gonk from the actual part. But that would at least make the T1 knee look similar and prop-like, like the T2 knee once it is done.

Hmm...
 
I wonder, now that I have the scans, whether it wouldn't just be easier to bake (or whatever it's called) the scan into the low poly model - if that's possible - and then just remove the knee cap and scribe in the missing grooves and added length at the bottom instead of what I'm doing? Of course I would have to clean up the resin gonk from the actual part. But that would at least make the T1 knee look similar and prop-like, like the T2 knee once it is done.

Hmm...
If I'm understanding what you are trying to do (and apologies if I am not lol), this is how I would approach it.
-take your scan into your modeling software as its own mesh, then model your knee parts right on top of the scan mesh (pretty much tracing in 3d). You can then block in and tune your mesh to the dimensions and proportions of the scan piece and completely avoid the artifacts/gunk/etc that the scan carried. Once all the new mesh is squared away, I would then go in and add all of the grooving and engraves using a boolean modifier to subtract that material; that way the grooves can be adjusted and tweaked before being applied to the new mesh.

This is how I approach almost all of my scans, scratch-modeling a new mesh right over the 'dirty' scan and tinkering away at it until I have a virgin mesh that still has all of the asymmetry and 'lineage' wonkiness of the original scanned part. This is how I modeled my Zorg Zf-1 shell from a pretty garbage scan.
 
Thanks for the input. That sounds like a really easy way to do it. However, I am not that well versed with 3D modeling, so it's not something I'm able to do yet.

I was thinking of using a re-mesher to make the scan into a low poly quad model and then do this to get the HD scan details in the low-poly model.


May be a dumb way to do it... but swpropmaker has someone who's going to redo the scans into better models, so perhaps he knows how to do it your way. I need to study a lot more before I'm up at that point, so I went the long way round. So maybe I'm just wasting time doing my thing and should perhaps try to learn how to do it your way too instead.
 
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