Work In Progress / Sweatbox
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Works In Progress (WIP) (59,403 visits to this link)
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5,156 topics in this forum
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- 4 replies
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Hi everybody, Since there`s no special game section around here, I am going to post my questions here. I would like to do some quite simple little online games, I don`t need realtime 3D ,so a real gameengine would be overkill. What`s in my mind for instance, are some imagesequences you activate by mouseclick or rollover, for example on rollover the figure starts to walk, then when you click on the character it jumps in the air, also I would need some kind of clock for the timelimit and some accidental generator that the scenes get exchanged from click to click. I think all this can be done with Macromedia directors Lingo and put online with the…
Last reply by Kombowz, -
- 1 follower
- 6 replies
- 734 views
Here is a render of the near completed version of one of my main characters. As previously mentioned it is based on another model (Proog from "Elephant Dreams") but I think it is different enough to not cause anyone any concerns. Rendered with a 260 light skylight rig (Yves). Took 3:40 in Win 7 64bit on a Core i5 2.27ghz laptop and 11:34 in OSX on a Core 2 Duo 3.06ghz iMac! Thoughts/critiques/comments are most welcome. Cheers
Last reply by Shelton, -
- 7 replies
- 1.4k views
So I'm slowly making headway with the main character model, Old Man Willies for the short that I hope to finish for a film festival next year. I'm taking baby steps, pushing my knowledge limits and trying to do things right with the models before even attempting to start on the animation. This is a blink test, really intended to see how the hair emitter behaved for the eyelashes. Seems ok. I still have to add hair to the lower eyelash, mustache and beard, then on to face textures and, and and.....
Last reply by fae_alba, -
- 10 replies
- 821 views
I have a model, that is driving me crazy. When I change the groups transparancy to twenty for instance, it changes the thickness of the toonlines as well. I didnot have that on any of my other models and cannot think of anything that might cause this. Any help anybody? blobby090410.mdl
Last reply by jakerupert, -
- 3 followers
- 21 replies
- 2.8k views
Hi friends I have always wanted to model a Lego minifig, so I did this small project while taking a break from other projects. All the textures is done in A:M
Last reply by MattWBradbury, -
- 3 replies
- 415 views
Playing around making an indian from JD ,I think it makes a funny indian,got a lota bits to do but thought you might like a look /laugh
Last reply by steve392, -
- 1 follower
- 15 replies
- 1.6k views
I need some help rendering out a high res 1920x1080 scene. The good news is you can have the models I created for the scene as it is for my demo reel. The bad news is depending on how fast your system is it could take 9-15 hours to render one frame. I have about 30 cores rendering 30 instances but its still going to take me 9 days or so to finish. I don't recommend you volunteer unless your system renders Roberts AM Benchtest in less than 12 minutes or so. Any one who renders me 2 frames or more will get a DVD full of AM training Videos in addition to the models in the scene. Attached is about 95% of the scene rendered @ 720x405. to give you an idea. I wante…
Last reply by jason1025, -
- 1 follower
- 6 replies
- 564 views
So Old Man Willies is coming along. LiteFace is up and running (major victory). I've been experimenting with using hair for his eyelashes. Had it looking good in the modeling window, but when I tested how it behaves in an action I found that it doesn't fair so well. I looks like the base of the eyelash moves with the patch, but the hair tip stays put. So the question is, how do you set up a hair patch so that it will move properly when animated. this is the eyelash in the modeling window this is the action I want the hair look, tried a eyelash decal and wasn't happy, especially on closeups. So how to create the a hair system that will animate prop…
Last reply by fae_alba, -
- 26 replies
- 1.8k views
I've read several post in which people were noticing that the emitters were not totally transparent when a scene was rendered. Well Nancy shared a little trick with me in one of my posts that I thought was good enough to share with everyone. Many of you may know this already, but some may not. If you want to make an emitter disappear, here's the trick: Make a small TGA image with a transparent background and an alpha channel for the whole image. When rendered in AM you should see nothing. Now take that TGA and apply it as an image to the emitter mesh you want to hide. Here is the kicker: in the image properties under the mesh shortcut, change the property from col…
Last reply by robcat2075, -
- 2 replies
- 677 views
Well, here are my beginnings on the Raider. Haven't had much time to work on it. This ship poses some interesting challenges due to it's organic style shape, but this is AM, organic is the name of the game for this program!
Last reply by Darkwing, -
- 5 replies
- 852 views
If you guys were going to attempt to model a garden with several hanging plants, ivy, and blooming flowers, what would your preferred method be? Hair maybe?
Last reply by NancyGormezano, -
- 3 replies
- 1.8k views
Heres the new villian so far. Her name is Power Mad Squirrel, aka PMS. She has an extremely high IQ and is the arch enemy of Super Mega Fox. She also has two henchmen (squirrels) that I need to complete.
Last reply by ChuckGram, -
- 2 followers
- 30 replies
- 5.4k views
After a long time, I came back to a project of mine , that I had left , when I run into too many difficulties. So now I did some more tests for it with very promising results, since AM or better me with AM are now capable to render even Full-HD sizes in a reasonable amount of time. I am still not sure, if I should go with a toony "Manga/Anime" style or go for a 3D look. Tending more to the later at the moment , while at the same time not wanting to do that much texturing work, I am testing procedural textures (materials) and fake rim light for gaining a "non nude" 3Dlook . critics welcome... SumoSpeedlinesToon.mov SumoSmallDark01.mov
Last reply by jakerupert, -
- 1 follower
- 45 replies
- 3.3k views
Just to play around a little, I have decided to model a Mark II Viper from the remade BSG. My modeling skills suck (as can be seen here) but it's somewhat fun to model and there's no BSG models kicking around from what I can tell, so here's what I got so far:
Last reply by Darkwing, -
- 4 replies
- 464 views
9e471f4d180b08d62b00
Last reply by mtpeak2, -
- 1 follower
- 16 replies
- 1.3k views
Needs work for sure lift.mov
Last reply by steve392, -
- 2 replies
- 573 views
This is my first attempt at making a car. I based the style from Mad Max's ride. The evil driver is from Australia after all. This will be used in part II of the Super Mega Fox cartoon I made.
Last reply by HomeSlice, -
- 12 replies
- 1.5k views
Posted the model in the contrib cue http://www.hash.com/forums/index.php?showt...view=getnewpost
Last reply by pixelplucker, -
- 15 replies
- 1.2k views
This is a procedural material I made today. What does it look like?
Last reply by kwhitaker, -
- 6 replies
- 706 views
For kicks, I have decided to try and build Crimson from my comic series, so this is my first female face. She doesn't quite look like the drawing, but hopefully that'll change with hair and textures
Last reply by Darkwing, -
- 1 follower
- 22 replies
- 2.3k views
Hey Everybody, This isn't too exciting...and I can't seem to get away from Modeling super heroes...However, this is an attempt to finish my Captain America model. I'm going to try and sculpt him from an already existing base model (made a little beefier). Here's a dirty start with the textures..nothing too exciting...but I'll post my progress. It'll be slower than it use to be. Thanks for Looking! Lee
Last reply by itsjustme, -
- 18 replies
- 1.3k views
Ive been playing with this for a few weeks now and not sure which is the best method each one takes about 5 hours to render a 30 second scene (not sure why that is but could only get it to render about 3 secs clips in a reasonable time) tell me which one you guys think look best flybyb2.mov flybyc.mov
Last reply by Darkwing, -
- 16 replies
- 997 views
I'm doing a work project creating a series of stills showing a glass lab beaker half-filled with water, then adding white powder, then the water being stirred and becoming slowly clearer. I was looking in the libraries on my Mac's A:M over the weekend and there were maybe six glass materials, but when I started work at my office pc this morning, there are only three glass materials in the library, Fake Glass MR, Liquid Glass MR and Perspex MR. the assignment is tricky because at most points in the process everything needs to be transparent. I'm going to composite a toon line for definition of the beaker but I wonder if someone can make a good recommendation fo…
Last reply by thejobe, -
Old chisel
by digman- 8 replies
- 1k views
I took a break from rigging and made this old chisel today. A generic render. no radiosity The model has diffuse map set to color, a grayscale map set to diffuse, 2 spec maps, and a normal map. The spec maps I'm still working on as 3Dcoat and how AM renders them is different. 3Dcoats spec map will work,just have to tweak them some more.
Last reply by Eric2575, -
Tom's Ghost
by Hutch- 4 replies
- 794 views
Experimenting with front projection roto to make a ghost. I am not sure why the sky came out white, this is default chor. It looks kind of cool tho. tomsghost.mov tomsghost.prj
Last reply by NancyGormezano, -
- 1 follower
- 14 replies
- 1.2k views
Witch one has the best camera move? Disregard the lighting, and render quality etc... shot2_.mov shot3_.mov Shot4_.mov
Last reply by jason1025, -
- 1 follower
- 15 replies
- 1.5k views
It's been a while since I posted anything in these forums, but I thought I would show you all the model I've been working on over the last few hours for a game I plan to write. This isn't rigged brilliantly, but I don't need a lot of animation as I am writing a 2D game with pre-rendered graphics. The final result will be a much smaller penguin, but I made it larger than need be so I can shrink it later in the development process.
Last reply by itsjustme, -
- 1 follower
- 9 replies
- 862 views
Here's the head so far. C&C
Last reply by Ilidrake, -
- 16 replies
- 1.2k views
Thought I would give my brain a work out, still needs some small tweaks and textures but coming together.
Last reply by robcat2075, -
- 1 reply
- 419 views
Here's the model I use for test animations. It's a simple model rigged with the setup machine 2. It only has one finger so as long as you don't animate them the actions can transfer to another model rigged with the TSM2. Cheers!!! manaquin_rigged.mdl
Last reply by Darkwing, -
- 11 replies
- 1.3k views
Hey folks, I have been truly inspired by Mark's ocean rig, and Eric's Nautilus using the rig. So, thought I would give this a try as well. I've started modeling this submarine to use with the ocean rig and hope to have something that looks 1/10 as good as Eric's. Anyone able to guess which submarine this is? Al
Last reply by Darkwing, -
- 1 follower
- 69 replies
- 6k views
Well, I'm getting some new found respect for feature length animations and what it takes to render them. My small Nautilus animation is at 92% and has been rendering all night - 15:21 hours so far. It's only 640x240 but the light reflections, water reflections, etc, are really taking a render toll. 7 seconds long = 18 hours render time on my computer Still need to run a wake and splash animation to composite it with the main track. I'm really happy with the way it looks so far though. Again, I can't say enough about Mark's fantastic work he's done with the ocean generator. I shudder to think how much extra processing time it would take to render this with displace…
Last reply by Eric2575, -
- 1 follower
- 11 replies
- 1.2k views
This won't solve Rusty's syrup problem but this is a test I had wondered about previously. It's animated splines, not a simulation. syrupBH264.mov
Last reply by jason1025, -
- 41 replies
- 3.1k views
All of a sudden I was having problems rendering TGA decals, using 15.e. I tried everything but kept getting artifacts. I finally installed 15.0J+ and now things are rendering right again. I put jeans and a t-shirt on Knuckles and deleted the underlying body mesh. I think I'm gonna leave him bare-foot and rig his toes while I'm learning to rig. So over the next couple of days I'll be studying up on the 2008 rig.
Last reply by fae_alba, -
- 1 follower
- 13 replies
- 1.2k views
It's a BRAND... NEW*... DELAHAYE! DelRedMP4_1200.mov YouTube version of above: Another modeling and material experiment. I was going to call this the "one-hour car", but I spent three hours lighting it. * 1947 model year. Tax, title, and license extra. May not meet modern emission standards. Wide white sidewall bias-ply tires are for display only and may not be roadworthy above 25 mph. Passenger compartment is an extra cost option installed by the dealer. Dealers may not be in your area as the Delahaye company ceased to exist in 1954. Seat belts not available. Always park on a hill so …
Last reply by detbear, -
- 5 replies
- 803 views
Thought I would do another model from 2001 - A Space Odyssey. This time, it is the Aries Lunar Lander that took Heywood Floyd from the Space Station to the moon. I've modeled it once before using a poly program. Now, I am going to do it in A:M. I think this model is going to take a while to do. Been having some problems with my health lately. Nothing too serious, high blood pressure, high cholesterol, pre-diabetic, and a bit of depression from having a cancerous mole taken off my back. For such a small mole (around 5mm), they took a pretty big chunk out of my back, ended up with a 2.5cm incision. Anyway, some of the meds are really affecting my ability to th…
Last reply by Darkwing, -
- 4 replies
- 632 views
Hi all, it's been a long time since I posted. Real life medical problems kept me away, not mine but family. I just got another year of Animation Master. To refresh my spline modeling I'm working (WIP) on this simple Mace type weapon. Normal map details will be done in 3DCoat. This year, I will work on learning the nuts and bolts of animation. I got Jeff Lew videos ( his older ones when he used Animation Master and Working through Barry Zundels videos as I buy them) It was good to see the the King's Throne I modeled in some of Nancy's draft videos from the Scarecrow of Oz... The rope to the mace's handle was added in another program.
Last reply by HomeSlice, -
- 8 replies
- 684 views
I'm trying my first "real" rig and needless to say all is not well in 3D land. I am using the lite rig and am experimenting with the elbow joint as a starter. I've placed a fan bone, with cp weighting as follows: elbow ring nearest shoulder Bicep 75% forarm 25%, center ring 50/50, third ring 25/75. The elbow still deforms unkindly, and it doesn't seem like the fan bone is doing much of anything (it has a 50/50 orient like constraint to the bicep and forearm) Thoughts? Untitled.mov
Last reply by itsjustme, -
- 14 replies
- 890 views
so far I have rendered my videos for Youtube I wish to rerender the plagues at a larger size for my tv. how do I change the output settings? Thanks!
Last reply by John Bigboote, -
- 1 follower
- 10 replies
- 1k views
Just a little experiment for that low-splining/high-texturing book I'm threatening to write. RobotElbow.mov
Last reply by MJL, -
- 2 followers
- 7 replies
- 837 views
I whipped this up after seeing 9 this weekend. I still need to model the stitching for the seams. He's rigged and poseable. C&C welcome.
Last reply by Ilidrake, -
- 9 replies
- 908 views
Hi again everyone, Ok, have been re working a older project and have 2 questions with a problem. My model is moving through the Chor. and at frame 00:06:15 I want the model to stop, not move for about 10 frames (a pause) then resume it's motion. I have been over Robs Keyframe tuts. but still can not put my finger on how to make this happen, the model still drifts through the 10 frames. Question 2: On the attached image how do you tell what each line is for? Thanks Wally
Last reply by robcat2075, -
- 2 followers
- 49 replies
- 4k views
It's been a very long time since I've posted....well anything (2007?). I've been logging onto the forums pretty regularly for inspiration and have been working on this for couple months. I present to you, the USS Evenstar.....a work-in-progress.
Last reply by PurpleDingo, -
- 11 replies
- 1.2k views
I want comment Thank you everybody
Last reply by Darkwing, -
- 10 replies
- 570 views
So, I'm kinda fiddling around with some stuff working on this concept of a project, and what I'm working with is fire, namely my hands on fire. The hand model I'm using is the one that came on the Extras CD, so it doesn't exactly fit my hand, but it helps some, but a real hand model that fits may be in order, but yeah: shot1.mov
Last reply by Darkwing, -
Ankylosaurus 1 2
by robcat2075- 4 followers
- 64 replies
- 5.1k views
I've never made a dinosaur before, but I want one to test out my dinosaur plate materials on.
Last reply by Eric2575, -
- 7 replies
- 795 views
Had to make this for a job I'm working on, photography of the object didn't give me the flexibility of composing it over other photos and renders so now I atleast have an alpha to use to make the shots go easier textures were done in paintshop pro and the model was done mostly with decals and the frame painted in 3d paint.
Last reply by John Bigboote, -
- 2 replies
- 561 views
Hey Gang! Here is a project with models and stuff for everyone to use. Feel free to use these for anything you like! I finished it in After Effects, only because I wanted to use KLF and CC, but 99% was done in the almighty AM! Enjoy! rock_concert_stage.zip
Last reply by TheSpleen, -
- 24 replies
- 2k views
Up to now, I've pretty much been posting only still images, but this IS an animation forum after all. So I'm starting a project. I've created my first character, I have the head complete, although there's gonna be a lot of tweaking yet to refine the head further. The body should be easier, hopefully. Here's the sketch I used for rotoscopes and a turnaround of the head so far. Knuckles_McGurke_T.mov
Last reply by MJL, -
- 1 follower
- 11 replies
- 884 views
So I've been working on the main character for my first short, an old man with a long beard. I've been avidly following the recent threads on hair, and have wanted to use hair for this guys beard and mustache. I really wanted the hair quality, but the overhead of experimenting with the hair emitter, and rendering has me questioning if I should use hair or geometry to create the beard. So if using geometry how would I go about creating a beard that at least looks close? Below is a sketch of the target "look" and the current model with a geometry mock-up for the beard. The biggest issue is the ability to work the beard in such poses as in the sketch, as w…
Last reply by fae_alba,