Work In Progress / Sweatbox
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Works In Progress (WIP) (59,605 visits to this link)
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5,158 topics in this forum
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- 16 replies
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I just wanted to bring peoples attention to this film made by a friend and work colleague of mine, Charlie Hopkins. This is the first thing he's created with A:M and he's only had the software for a few months! It's now on A:M Films (thanks Ken) and I know Charlie will be very interested to know what people think. Mischief Movie
Last reply by Steven Cleary, -
TV
by .:shortdog:.- 18 replies
- 1.7k views
I'm not sure why I made this, prolly just for future use. How can I make it better? BTW, not sure what kind of tv screen this is...plasma?
Last reply by .:shortdog:., -
- 16 replies
- 1.7k views
Hello fellow Hashers, Just put my film up on A:M films. It's called Art Appreciation. I hope you guys enjoy it and it's a worthy enough contribution to all the insanely great and inspirational work this community makes. Long live Animation Master. Joe.
Last reply by Nosferatu, -
- 18 replies
- 1.7k views
This is my "neww" character, I've seen other peoples original characters and i thought i should make my own. it took me a while to come up with him, but basically i just started think things up. things like "arms? how about 4...no that wont work...just 2...nah forget the arms." then things like "if hes not gonna talk why give him a mouth?". i drew him and gave have him i hole in his head then i figured hey, hes a key chain. then i modeled him the next day. Once I'm done smart skinning him I'll be make a scene with him, I'm sure your all like it. I've also been having fun with his expressions, since he has no mouth i have to work with only the eyes. i have a wh…
Last reply by the_black_mage, -
- 27 replies
- 1.7k views
Last reply by Vash, -
haven't posted anything in a while. Downloaded the ballman model and played with it last night for a while and then added gunshot sound effects today. May work on it a little as im not sure if the ending reads too well, also add some motion blur http://www.5000hp.com/animations/ballman.avi
Last reply by MATrickz, -
- 13 replies
- 1.7k views
I know this isnt much.. only half way in the story, no sound etc. but thought it would be nice to have some feedback at this point. Also letting you guys know that the wierd fella' is still around.. Nose2.avi (Divx) C&C are mostley welcome! /a EDIT: Episode 1 can be found here: Nose1.avi (divx)
Last reply by Alli, -
Heres something I put together in a few hours, the eye model is the Uber Eye from cfree68f, thanks so much again! I made a new Iris and added a color and bump map to the white of the eye and played around with the reflection and spec. settings. CC is always welcome, hope you like it..
Last reply by MATrickz, -
- 1 follower
- 15 replies
- 1.7k 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, -
- 20 replies
- 1.7k views
I was commissioned by Answers in Genesis Ministries to "3Dize" their revised logo. Here's something cool I've made with it. I'm still tweaking the environment map. Special thanks to Rodney Baker for helping me with the AI import problem.
Last reply by D.Joseph Design, -
- 24 replies
- 1.7k views
Hey fellows. I have just finished my latest work. Last week I got the idea of an wristwatch in my head an I then tried to capture it with A:M. I wanted to make a wristwatch with an touch of retro yet elegant design. The model contains 11848 patches, but the reason for that is because all the numbers and text is modelled (except for the display) The render took 13hr (9 multipass)
Last reply by agep, -
- 15 replies
- 1.7k views
I'm working on a rat project where I'm gonna freak out my mom's friend who is terror fie of rats. She lives with my Uncle and they got a pool thinking about having a bunch of rats around the pool or in the pool when they take there little trip I'll make the clip of the rats in the pool and send it to there email and say something like look what was in yall's yard....LOL Yap I got to much time on my hands... No rats will be harm making this project all CGI. any way here the model of the rat I'm working on.
Last reply by tbenefi33, -
- 18 replies
- 1.7k views
Testing out a new render look...this is toon rendered, but without the outlines. It gives it a nice, clean, cut-paper like look with slightly turned edges, which doesn't try to mimic the look of hand-drawn animation. The character is from a new short I'm working on. I've finally had a chance to actually sit down and start it. http://www.anzovin.com/swashbuckler --Raf
Last reply by SHADOWMASTER, -
- 1 follower
- 18 replies
- 1.7k views
I've started on a new model last night. Unfortunatly, I don't have internet access at home, just work so I don't have any images.......yet. My question regards hair (see Topic Title) I've avoided modeling hair forever, simply because I suck at it....of course if I had taken the time to try it and practice it I wouldn't suck at it. Anyway, I'm starting to play around with it and the question is should I use helmet hair...or wait until my copy of AM v12 or 13, which ever the latest is, comes in to use the new hair system (should only be a couple more days). I'll be monitoring this post all day so any feedback would be greatly appreciated. By the way, does anyone have any go…
Last reply by Ilidrake, -
- 16 replies
- 1.7k views
I ran a little test, did you know you can smartskin a bone to control HAIR? I added a new smartskin to the bone, turned grooming mode on and groomed the hair at different angles. hair.mov
Last reply by AniMattor, -
- 16 replies
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Welll her it is. I still need to touch up the seams and change some of the textures around, but take a look! When finished it will have specular mapping, normal mapping, etc for teh game it will be going into. Also I plan on using it in the opening animation for that game. It'll be done in A:M. (I'll post a small movie to show the whole thing after my browser gets over timing out from waiting so long! I hate slow internet!)
Last reply by teh1ghool, -
- 1 follower
- 16 replies
- 1.7k views
Not sure where the old thread is in the archives, if it's there at all. This is a render in V15 of an older project where I was trying to animate this tree growing from a sprout to a full grown tree. This is the full grown tree. This tree is actually a large set of smaller "branch" models assembled in the choreography. If I could assemble them as a single composite model it would be preferred, but I haven't figured out how to do that yet. I wish I could iteratively build the whole tree from a small number of tweakable branch models. Any ideas? Here is an early test animation with a scaled down version: Tree growth animation test. And a closeup: T…
Last reply by jirard, -
- 18 replies
- 1.7k views
Hi, Hasher Long time didnt post image here(I think no ppl know me ) Anyway, I just find out some old render, these image were used A:M 8.5(Char.) + 3d Max(scense) + PhotoShop(retouch). Hope u guys like it. of course, any comments are always welcome
Last reply by Newbert_Zero, -
- 16 replies
- 1.7k views
Hello, As hard as I've tried to come to terms with human body proportions (how long is the upper arm, lower arm, hand, upper leg, etc) I seem to still have issues! During the last stress test of model shown below I realized that things were not right so I placed it next to proper body proportions document (below). Before I start scaling body parts this way and that way I wanted to get any feedback I could get from the forum. Also, for me, rigging starts with a 'guess' as to where the 'Body' bone goes (that's the bone that sticks out of the butt facing back wards). This is the pivot point of the legs and I'm never sure where it actually should be. …
Last reply by rusty, -
- 13 replies
- 1.7k views
Im Looking to Buy One soon and I need to also know if it can be used in AM! Im Working on something pretty Serious and any Help would be More then Welcomed!
Last reply by Nuba X, -
- 24 replies
- 1.7k views
OK, I've rigged my Space Marine with TSM2 (yes there is some smartskinning issues and some geometry penetration). I'm trying to animate a run. This run is designed for an incline (ie running up a hill) rather than a flat run (even though I have rendered it flat) and in general I think it's OK but there is something that just doesn't feel right about it. It feels more like a fast walk than a run and I can't put my finger on the problem. Comments, advice and critiques most welcome. (225kb mov) Cheers
Last reply by KenH, -
- 17 replies
- 1.7k views
I got an idea the other day to make animations involving a bunch of animals. Its going to be a completely random set of clips of a bunch of different animals doing anything I have thought of. Me and my friend always come up with [what we think] are hilarious ideas and i figured i could implement them into an animal rather humans. So today I figured I would start with an animal and figure out a look of my own. And the original idea was to have them look Almost as if claymation but done in CG. Tell me what you think of my progress from today. First Animal: Cow
Last reply by mouseman, -
- 21 replies
- 1.7k views
Here is the first camera test of my new puppeting system. Sorry for the lame delivery but this was just a proof of concept. I know there are a heap of problems with the performance, but please let me know what you think. talk6_.mov
Last reply by dre4mer, -
- 4 replies
- 1.7k views
One of the things I love doing in AM is taking a model I've used for a while and changing it around as the script calls. In this pic, Super Mega Fox gets a bit hulked out, for an upcoming scene. The hard part is redoing so many smart skins. Bulking her up required many more splines and naturally, the old smart skins wouldn't work with that, so I'll be working on this for a bit. Even more, this is only phase one of the muscle enlargement. Phase three should be hilarious, since I was thinking along the lines of Tex Avery, when it comes to overdoing things.
Last reply by ChuckGram, -
- 13 replies
- 1.7k views
These are two chars I've been workin on for an animation to go with my studios logo. The penguin is my mascot so to speak and the antagonist in the short. The construction guy is the antagony (I know its not a word but it sounds good..lol) I still have to texture him and add porcelin.
Last reply by Pengy, -
- 17 replies
- 1.7k views
Robert has started a thread about Bioshock's Big Daddy character in this thread: http://www.hash.com/forums/index.php?showt...t=0#entry245969 I really liked the character and asked Robert for approval to model Big Daddy also. With his ok on the subject, I splined away. This is my humble beginning, um, I mean Big Daddy's humble beginning. Critiques and comments always welcome.
Last reply by Eric2575, -
- 14 replies
- 1.7k views
Here my first female project working on for my Uncle. Is every thing portion right ?
Last reply by tbenefi33, -
- 5 replies
- 1.7k views
i was working on this for one of the Mascot contests but never quite got it finished. This is mostly an experiment with displacement maps. DinoRoar.mp4
Last reply by John Bigboote, -
- 1 follower
- 14 replies
- 1.7k views
It's traditional to make New Years resolutions around this time of year (or perhaps sooner). So I want to know ... What do you plan on working on with Animation:Master in 2010? What do you want to accomplish with A:M this year? If you specify a big project ("I want to make a 5 minute animation"), break it down into chunks (write a script, design characters, model characters, rig characters, model sets and props, record voices and sound effects, blocking animation, etc.). One problem with New Years resolutions is not dedicating the time. So how much time do you plan on spending on Animation:Master?
Last reply by Tunames, -
- 1 follower
- 16 replies
- 1.7k views
Hi guys, I just wanted to show you my latest little project I was working on for the weekend. In 3dArtist (issue 20) there was a really amazing image of a very photoreal ladybug. I tried to archieve the same photorealism but could not archieve that till now. Anyway I think the result is still quite good and I wanted to show it to you guys. If someone of you can give me a few tips on how to make it look even more real, let me know... I would be happy to hear about it! I attached a preview-rendering and an wireframe of the scene. Hope you like it... Critiques are welcome! See you *Fuchur* PS: Just found the artist's website the image was fro…
Last reply by Xtaz, -
The Fallen
by Cross- 13 replies
- 1.7k views
New project that i just started on a few days ago, wondering if there are any rigging gods out there who could help out with the bones after i got done with the model... or if you can see any flaws so far, let me know. Level_53_Armor.bmp
Last reply by Teh_Demon, -
- 14 replies
- 1.7k views
http://www.campbellanimation.com/ We've been talking about BVH Mo-Cap down in the 'reusable motion' forum, and inspired by Zach Brewster-Geisz and Colin Freeman's cool animations and guided by Will Sutton's motion capture tutorial I was able to browse free BVH files thru bvhfiles.com via their 'BVHplayer utility' , import it into A:M and constrain it to my TSM2 rigged character. My character (Gurly Girl) also has long V11 hair so the effect of the hair on the real motion is...I think...pretty cool. But then, I like bus fumes too. If you were to mix MoCAP and hand animation... whooaaa! Have a look...give me some feedback...bad or good...I can take it...just …
Last reply by johnl3d, -
- 18 replies
- 1.7k views
One of the things I like about A:M is how we can develop our own approaches to things and extend the tools that we already have. Considering recent discussion on hair I thought I'd explore some of the area I hadn't pressed into yet with hair based on splines shapes. One of the primary reasons to use particles for hair is to gain some dynamic capability and to prevent intesections and pass throughs of the hair. With geometry based hair one approach to would be to use Simcloth to prevent the inter-penetration of each hair. Attached are a few of my tests as proof of concepts: Further refining the geometry and adding patch images or decals of hair to the actu…
Last reply by Simon Edmondson, -
- 21 replies
- 1.7k views
Well, somebody had to do it. No textures as of yet. Though I am following Jim's video tutorials on making a face color map. MISTA' "T" YOU ROCK!!! And I'll work on the bone structure after I get the textures done. Send your comments every body.
Last reply by SHADOWMASTER, -
Opus
by Biotron2000- 1 follower
- 13 replies
- 1.7k views
Seeing Johnl3D's Opus inspired me to start working on mine again. I'm still bothered by creases, but I'm starting to feel like maybe I'm getting the hang of splining. Still don't have the mouth done, but I've made some progress. Here are some pics. This is kind of a fake; I'm only doing half and will CFA when it's closer to being done. I just put two instances of the model in the chor and scaled one of them -100 on the x axis.
Last reply by Biotron2000, -
- 19 replies
- 1.7k views
Here they are! Amazing huh!?! you can check em out <here>
Last reply by pixelmech, -
- 17 replies
- 1.7k views
I was a bit surprised that my assembly line graphic didn't generate much interest at work, but undaunted, I'm trying again. :-) There's a mascot for one our client's that gets used fairly often. Often enough, I thought, that it would be worth making him over in 3D. It's a rooster character and I've had trouble getting his beak right from different angles. To sell them on it, I said I'd just do the head first and see if the client liked the idea. This way, even if they didn't, I'd have a 3D model of the head that I could use as reference for different angles. Here's what I came up with: And here's a little turnaround of it: roosterturn.mov No…
Last reply by largento, -
- 1 follower
- 24 replies
- 1.7k views
So something I'm trying to do is make flames, something like this: I figured particles wouldn't give me the random shapes I want, so I'm trying fluid. Now fluid might work if I could add turbulence or something to it, because currently, the particles for fluid are too round and not wavy like Fire.mov If anybody has any insight or ideas, please, post!
Last reply by Xtaz, -
Centaur WIP
by dude- 1 follower
- 27 replies
- 1.7k views
Ok yesterday i started a project...I decided to model a centaur, now remember these pictures are after only 2 days of work. I still need to re-shape the horse section of him, it looks kinda boxy. But anyway just wanted to see what people think so far. -dude
Last reply by case, -
- 15 replies
- 1.7k views
I just put these two clips together. I am trying to come up with a simple demonstration of Photoshop like image with an alpha channel and why people get those "fringies" and don't know or understand why. Let me know if this is getting the idea across at all... ...uh.. they were done in AM of course, with layers... except the titles... Fringies! AAAHHHHGGGG! YeeHaaa! No fringies! I plan to expand this into a larger, more in depth explanation. Vernon "!" Zehr
Last reply by gazzamataz, -
- 1 follower
- 14 replies
- 1.7k views
Finally finished up my guitar from the contest for the full shot. Let me know what you think (sorry no stereo, this thing took forever to render at poster resolution). This a smaller version of the poster shot. Kevin
Last reply by cosmonaut, -
- 13 replies
- 1.7k views
The whole premise is that of a midsummers day shot of the hills. I got the idea from the hills next to my house. Here are some sketches. The Windmill that is going to be in the semi foreground area. The overall layout of the shot. I am going need some help though on configuring AM hair to get that grass look. (Gold with white tips) More stuff soon. -Photoman
Last reply by photoman, -
- 13 replies
- 1.7k views
For those who are interested, here is a short "tutorial" on how to make semiautomatic footprints in A:M. Here is a short test movie using the technique.
Last reply by Zaryin, -
- 15 replies
- 1.7k views
Hello hashers , This is my christmascard I have made for this year. You like it ? Greetings , Marc
Last reply by noewjook, -
- 7 replies
- 1.7k views
Well, I foolishly decided to dress up my main character in a cloak, which means a whole lot of cloth animation. No way was I gonna do all that by hand. True, the new v.12 SimCloth is right around the corner, but realistic cloth movement is actually kinda distracting when it comes to cel-style animation. You never see Batman's knees poke around under his cape when he walks, y'know? I needed something real-looking, but simplified. I figured I could get a good side-to-side swing using Dynamic Constraints, and I elected to "cheat" the cloak outward a bit, just far enough so the legs wouldn't pass through it. Rigging the cloak took forever--56 bones arranged in a cyl…
Last reply by patmals, -
- 15 replies
- 1.7k views
Here is one I finished but never textured. Some of you long time users may remember it. It's a czech built german tank circa 1941. If I can get my old v8.5 of A.M. to run again (see post at Animation Master forum) I'll put the paint to it.
Last reply by Zaryin, -
- 15 replies
- 1.7k views
OK well here is my robotic dog. I need help! I need to know which version is better! After thats done I will texure and stuff! The ball obove his head is where his eye will be.
Last reply by CreativeAustinYankee, -
Welcome! Hope you can understand something... About language: http://cp.settlement.org/english/mauritius/commun.html welcome01.mov
Last reply by rago, -
- 9 replies
- 1.7k views
Do you give suggestions prior to submittal? Should I give you a shot of what I'm working on or wait? What if I finish before I'm done? What size?
Last reply by robcat2075, -
- 20 replies
- 1.7k views
This is a Perlin Noise combiner used as a bump material. I tried it as a displacement material but in this case bump looked nicer and rendered faster. MoonlightG000h264_1500.mov
Last reply by Paul Forwood,