T1 and T2 Endoskeleton Research Thread

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Just wondering how they created the chrome look for the movies. And did they use the same technique for both?

If I had to guess, without looking into in any further, as I'm in a hurry right now, but, they might have used actual metal, as I have read the props were quite heavy.
Or, they used the real way to chrome something by using a chemical reaction to make it, maybe both with real metal.
Now we have all these paints to try and mimic it best it can, with different results, but I have a feeling they didn't even have that stuff available way back then.

I just find it so awesome how such a cool and sophisticated look was created for the first movie in 1984.

Also, about a month ago I showed my roommates son the first two, who just turned 20 and hadn't seen any of the movies. He of course knew things like, I'll be Back, but not really the context in why it was said.
He really liked them.
I got a kicked out of him, everytime the T-1000 "dies"....only to remorph back together....I should have filmed his reaction....so great.
 
Cool.

I'm pretty sure the first one was vac-metalized. Unsure whether the second movie was as well. The props look like they might have been.

You can tell that the T2-3D endoskeletons have a very different chrome finish, so they were probably triple-chromed.

Since I found that endo with the eye castings as the ends of the chest piston, I thought it could be fun to do that with the 3D model as well.

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コーナーでのしわを避けるために、より多くのセグメントから始めます。このようなモデルでは、ハイポリプリミティブを使用して「まっすぐ」にする方が簡単な場合があります。ようやくレジンプリンターを手に入れたので、サブDを使って何でもモデリングできますが、機会があればSoliworksを学んでおけばよかったと思います。
Subdivision Surface Modeling
This is a modeling technique for making high-resolution models, by manipulating a lower-resolution "cage" model and using software to subdivide for a smoother surface.

Subdividing increases the number of vertices on the model, making curves more rounded. Usually each subdivision level increases the vertex count 4x the original count.

For game artists, "high-poly hard-surface" usually means creating mechanical/constructed models, which are used to bake into Normal Maps and other types of textures, which are in turn used on lower-resolution game-friendly models.

Subdivision surfaces can also be used for organic shapes.
alan-linssen-blender-xhjhrmbiwf.jpg
 
Subdivision Surface Modeling
This is a modeling technique for making high-resolution models, by manipulating a lower-resolution "cage" model and using software to subdivide for a smoother surface.

Subdividing increases the number of vertices on the model, making curves more rounded. Usually each subdivision level increases the vertex count 4x the original count.

For game artists, "high-poly hard-surface" usually means creating mechanical/constructed models, which are used to bake into Normal Maps and other types of textures, which are in turn used on lower-resolution game-friendly models.

Subdivision surfaces can also be used for organic shapes.View attachment 1757347
Yes I am aware,I have been a professional 3D artist specializing in realtime hard surface modelingfor over 20 years at this point. I make models using subdivision surface workflow for baking normal maps mostly. Making the stuff in that pic is like breathing for me at this point I have to every day all day.
 
The first Terminator was definitely vac- metalized. The second I’m 95% sure was also. Some say T2 was chrome plated but everything points to vac metalizing. Especially the way the props look now. The gift skulls from T2 on the other hand I’m sure are triple chrome plated. T2-3d is different somehow like No Humour Man says.
 
Yes I am aware,I have been a professional 3D artist specializing in realtime hard surface modelingfor over 20 years at this point. I make models using subdivision surface workflow for baking normal maps mostly. Making the stuff in that pic is like breathing for me at this point I have to every day all day.
Thank you very much.
I tried to fix the edges sharply.
I know I can make it sharper and less distorted if I increase the polygon count.
However, I don't want to make the data too complex and heavy, so I try to keep the polygons as low as possible.
When 3D printed at 1/6 scale, if the mold is shallow, it will not come out clearly, so I carved it deeper.
I don't worry too much about slight distortion because it will disappear when I polish the lamination marks.

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Thank you very much.
I tried to fix the edges sharply.
I know I can make it sharper and less distorted if I increase the polygon count.
However, I don't want to make the data too complex and heavy, so I try to keep the polygons as low as possible.
When 3D printed at 1/6 scale, if the mold is shallow, it will not come out clearly, so I carved it deeper.
I don't worry too much about slight distortion because it will disappear when I polish the lamination marks.

View attachment 1757461
It either needs support edges. Or you can also mark edges as sharp to achieve a similar result while keeping the poly count low.
But unless you're creating a model for a game, poly count should not be an issue. :)
 
It either needs support edges. Or you can also mark edges as sharp to achieve a similar result while keeping the poly count low.
But unless you're creating a model for a game, poly count should not be an issue. :)
If it's just the eyeballs, but I want to make it as light as possible because I will eventually have the whole body.
I do not intend to make it as light as a game model.
I don't like high poly, so I'm going to make it as low poly as possible.
Low-poly model animation created previously.

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Attachments

  • T800test02.mp4
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Found this video that I hadn't seen before.


Though not exactly Terminator related, maybe this setup with some changes can be used to make the eyes movable.

Moving the eyes is a great idea.
The lack of blinking would make it somewhat easier.
I have made an animatronic mechanic before.
However, it is remote-controlled by wire cables
It is not an electric device.

HAM_1.mp4_20231102_170131.301.gif
 
Eye model looks great now. Perfection.

That animatronic is cute as heck.

Uploaded the large chest piston to Thingiverse. And had to re-upload the new eye as for some reason the upload got corrupted last time. So now everything should work. :)
 
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