Work In Progress / Sweatbox
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A:M Stills (86,580 visits to this link)
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Works In Progress (WIP) (59,147 visits to this link)
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I have no idea what brought on this doodle but as Live Answer Time was drawing to a close I found myself modeling barrels full of toxic waste. I surely don't recall chatting about toxic waste... But a lot of other stuff was covered.
Last reply by Rodney, -
- 1 reply
- 4.6k views
This is a 28 mm miniature test piece. By 28 mm it means from the floor to eye level is 28 mm. Will be (trying) to do a 12" version. The displacement map function has some abnormality. Will see if it works when I work on her "hair". Cheers, Rijk
Last reply by itsjustme, -
- 9 replies
- 7.9k views
A quick modeling test for something I've been itching to try: the "demon with squid-like wings", one of the many ghastly creatures in Michelangelo's painting "The Torment of St. Anthony" I tell ya, that guy must have been a saint to put up with all those demons chewing on him.
Last reply by Dpendleton77, -
- 13 replies
- 5.1k views
Didnt finish in time. This is one of the many models I made using this character. I'll post more and the basic model later
Last reply by Dpendleton77, -
- 1 follower
- 10 replies
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Just to share some WIP done with help of my newly obtained A:M. Quite a few other software was used but A:M played an important part. These are unfinished prints form a 3D printer. ...with sprayed primer What comes after will be a lot of handy work such as polishing and painting, unfortunately not digital. So might not be appropriate for posting in A:M forum. Cheers, Rijk
Last reply by Rodney, -
- 23 replies
- 5.6k views
hello, I work on a simple model is an ax with skulls. For skulls, I created a model voxel. Then I use the retopo in AM. It's very easy to use. And finally, 3DCoat serve me to create textures. it is a true Photoshop for 3D objects. the ax is modeled using rotoscope. in 3DCoat, one can also create rotoscope if not love working with retopo. it is also very useful and simple. Here are the drawings. in 3DCoat, one can also create rotoscope if not love working with retopo. it is also very useful and simple.
Last reply by Fuchur, -
- 1 follower
- 4 replies
- 3.2k views
Just finishing this bike model, all built on the Mac, it was crashing like a @!#$%^^ until I got the new 18j update, but still there is issues on mac when importing rotoscopes but we got there eventually ! Working on this fir Dylan from Momentum Animations Fame, now Perry Animations, looking forward to completing a short with him some time soon !
Last reply by a.quaihoi, -
- 1 follower
- 2 replies
- 3.1k views
A short scene from an episode I'm working on. Nothing can stop Power Mad Squirrel! Attack.wmv
Last reply by Shelton, -
- 19 replies
- 5.4k views
Hello everyone, My name is Henrique and I was fascinated by all the animations that were built from the users of this site. A few months ago I created one of the pyramid hologram projectors and tested a few animations as a sample on my phone, then I showed it to the physics club at my school, but this time I made the pyramid fit for the size of a tablet, once again using some of the animations of this site. I then decided to take that further and enlarged the pyramid even more, however this time I made it fit for a 46 inch Tv screen and I created a video of our own to present it to my class during our Graduation ceremony. After receiving high positive reception f…
Last reply by Roger, -
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I am experimenting with some of my old animation projects in order to see if adding cartoon-type physics improves them. The attached video is one of several tricks from a project where Eddie and his "family" perform a series of stunts with a basketball. The back flip in real life would be quicker than what I am using here, but I added a little delay where he hangs in the air. Hopefully it adds a little entertainment value to the animation. I would appreciate it if someone would take a look at it and let me know if you see problems with the timing and weight of the characters during the action. eddieSecondPart_reduced.mov
Last reply by RS3D, -
- 10 replies
- 4k views
here is my Camp fuel Lantern I am working on
Last reply by Maniac, -
I saw a few days ago that they were redesigning Batgirl after darkness of the New 52. I saw the pics, and decided to roll with it. They are going for a more fun Batgirl so they can get away from some the darker sides of Gotham. The only thing I really don't like about the design are the boots, but I have decided to stay fairly faithful to their representation. I am at the point where all my pieces are separate and I will begin to add the detail. I have SSS on everything, and the only decals so far are on the eyes. The boots are placeholder, though they will look similar to the ones in the image. I can't find the original story where I found the images I was u…
Last reply by John Bigboote, -
- 26 replies
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HI everyone, it's been awhile I guess! As some of you may know, I put computer animation aside about four years ago after learning and working in A:M for over ten years, to focus on learning traditional cel animation. I've got one project, "Sexy Texie", that has been making the rounds of film festivals for the past year. You can see it on Vimeo. I tried to add a link here, but the post got wonky! I'm working on a new one, a poem about an eight year old boy who builds his own hydrogen-powered race car to enter in the big race. They won't let him enter because he's only eight, but he decides to enter anyway. I've got this one shot that I'm unable to draw by hand, and R…
Last reply by Gerry, -
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I've been running an RPG off and on, but I wanted to give it a little more punch. I've had AM for a while but haven't really had a project this involved. It will be a series of shorts showing events that have happened in the game and covering some out of game background. The setting is an alternate present sci-fi, so it has some unique points at its core but it also borrows heavily from current culture. My first animation is going to be a med bay, depicting the start of the game. I've nearly finished one of the props, and I'm working on rigging a character right now. mostly for the experience since I'll have a few characters that won't be able to use a standard rig. …
Last reply by robcat2075, -
- 5 replies
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Had an idea for a game for tablets/phones and was wondering if anyone here uses the Unity engine and can help produce it. Will need animators, texture artist, sounds. Idea is this: Zombie Taxi Driver. The idea is the player is the passenger, the driver is a zombie. You have a set amount of $$ that diminishes as time goes on (meter). You need to get from one end of a town to another before you run out of time/money. View would be inside in the back seat of the taxi and as you give directions the zombie would look in the rear view mirror and make a zombie groan. Controls would be slightly delayed since your directing which way to turn when to stop and whe…
Last reply by DZ4, -
- 7 replies
- 4.1k views
Arny (Super Fantastic Action Hero) tries again. The entire episode will run about 7 minutes. Too bad for Arny. SuperFantasticActionHero.mp4
Last reply by John Bigboote, -
- 6 replies
- 3.9k views
Just a little test I did to investigate the mechanics of slapping oneself... ShaggysFacepalm.mov
Last reply by largento, -
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I am planning to try out a workflow from A:M (modelling) to Blender (UVing), then Export to zBrush and A:M again. Do sculpting and export displacement maps fom there, then go back to A:M, apply maps and a rig and do some animation. Then, export MDD and render wherever it looks best. Maybe I do some cartoons about a pirate lost on a small Island ... Best regards, Heiner
Last reply by Fuchur, -
- 1 follower
- 4 replies
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I had my old manual out and saw something about shag hair. Is there a link to show how shag hair works? Steve
Last reply by Shelton, -
- 4 replies
- 4k views
my current artwork
Last reply by itsjustme, -
- 1 follower
- 5 replies
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This is a random question for you guys/ gals. Anyone interested in modelling/ rigging the Jonny Quest(1964 original series) Characters?? :)
Last reply by detbear, -
- 3 replies
- 3.6k views
A character for a story I am working on at the moment, I mixed the head features in Makehuman, saved and imported as .obj/prop, and then retopo'd in a Choreography window of AM. I saw what David Higgins had made with his model and have found it a great way to model relatively quickly and easily. The splines form reasonably smoothly without a lot of editing as well.
Last reply by sculptorpro, -
- 15 replies
- 3.6k views
A few years ago Robert posted an example of texturing of a patch where opposite sides show different materials, textures, etc. I'm not sure if we every found out his approach but for a little while I thought I had it figured out and did some exploration of my own. Here's a very basic example that colors opposing sides of a patch red and blue. The dangling splines are there to provide some curvature on a single patch which would otherwise be straight/linear.
Last reply by Rodney, -
- 2 replies
- 4k views
merry christmas !!! sprite.zip run.mov
Last reply by itsjustme, -
- 6 replies
- 3.6k views
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Last reply by Rodney, -
- 2 followers
- 40 replies
- 9.2k views
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Last reply by Rodney, -
- 1 follower
- 25 replies
- 5.7k views
My Latest Creation :-)
Last reply by John Bigboote, -
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A soundpost is a wooden support that fits between the front and back of a string instrument like a cello. The exact placement of it is a mysterious art involving much trial and error. However, because the front and back are not parallel surfaces, you have to create a new sound post of a different length if you want your soundpost in a different spot. Matching the slope of the interior surfaces is also difficult. This is my vision of an adjustable length sound post that could be put anywhere. The center is a "jack screw" which has opposing threads on each side. Turning it would push or pull the two wooden parts. The ball joints at the ends are held together by…
Last reply by robcat2075, -
- 28 replies
- 3.7k views
This is more of a spline doodle than a WiP. I started splining without any goal in mind and the next thing I knew I was modeling Tin Woodman. For the animation portion (if you can really call it that) I was focused on two primary things; what expression could I make with solid shapes that don't articulate (i.e. how much squash and stretch could I get with shapes that don't change) and could I get a part of his neck design to double as a hint of lower teeth when his mouth opened to a full extent. The basic splining followed an attempt to distill Tin Woodman down to the fewest lines possible for easy of drawing (primarily for storyboarding) that I never ended up us…
Last reply by Rodney, -
- 21 replies
- 4k views
Nails made of simCloth... naildrop03b.mov mp4 version: naildrop03b.mp4
Last reply by John Bigboote, -
- 23 replies
- 3.9k views
So here's my 1st tutorial Not sure if this file will show up in my post or not. It is attached though. KeeKat0.tga
Last reply by Fuchur, -
- 1 follower
- 5 replies
- 7k views
This is a scene from one of the episodes I'm working on. Super Mega Fox is patrolling the city and Arnold who thinks she's an evil monster, is constantly trying to end her. Unfortunately for him things never go right. In fact, she never even notices his efforts. The models Arny Head and Hulk were combined to create the model. Produce.mp4
Last reply by stefff285, -
- 1 follower
- 34 replies
- 10.6k views
Even though my previous thread for this model is gone, the model itself still progresses. I've added all the male actors and tweaked the light levels. The only thing that's left is charcoal suited guy's red-headed companion. For the sake of finishing and moving on, I may just have her off-camera while leaving behind some props to imply she'll soon return.
Last reply by Rodney, -
- 12 replies
- 4.9k views
quetzalcoatl
Last reply by Rodney, -
- 1 follower
- 35 replies
- 5.7k views
Its going to be a 3D version of a German comic character: Die kleine Gruftschlampe. I am in touch with the creator Tikwa and doing a full 3d version of that character. I am not able to post a full picture of the character yet, but just google it. So far I did the cloth. Rendering is done in two steps: One regular render and one toon lines only render which gets layered onto the standard render. Cheers Heiner
Last reply by Heiner, -
- 1 follower
- 11 replies
- 4.5k views
I'm reading Jeremy Birn's book "Digital Lighting and Rendering" and trying some of the stuff he talks about. This is a room lit with just simple z-buffered kleig lights. This renders in 75 seconds. The one in the book is much better but I'll get there.
Last reply by stefff285, -
- 1 reply
- 3.1k views
Hey, all. Been working on a face for a while. For some reason, all of a sudden, in shaded mode (with or without wireframe), the model looks as though it's gone into peak mode, bias handles don't work, and I can't figure out what I did to it. Wireframe mode, however, is smooth. Any ideas would be welcome. Thanks. Rich
Last reply by robcat2075, -
- 8 replies
- 4.6k views
I plan to use it as a scientist. I may also dress it for a western.
Last reply by jnord71, -
- 1 follower
- 1 reply
- 3.8k views
I finally got the new machine stable. I loaded AM and check it on the About Screen what does 18lAVX mean? Of course 18l is the version but what is AVX? Advanced Vector Extensions, is this better than the SSE4 Steve
Last reply by robcat2075, -
Doug's Den 1 2 3
by Dpendleton77- 2 followers
- 144 replies
- 18.3k views
I am going to give this a new. I am trying to model a guitar among other things.
Last reply by Dpendleton77, -
- 1 reply
- 3.4k views
John got me interested in testing out a few ideas using A:M's flocking feature and along the way I decided to test some of A:M's newer GPU accelerated Postprocess Effects (like Blur) too.
Last reply by johnl3d, -
- 2 followers
- 74 replies
- 12.9k views
Will Sutton's Kong model is a great model. Awhile back I rerigged with the squetch rig, but when I imported the model into the rig, I lost the hair grooming (which is fixed now). Well, I finally came back to it and I redid the hair on the character. Unfortunately the squetch rig is an older version, so I'll rerig again to update it to the newest version once I get the hair right. The original Kong model looked a bit puffed out to me with hair turned on and rendered. So, I made a few changes to the model to suit my taste, most of it was to the hair material. Here's what I have to far.
Last reply by Shelton, -
- 5 replies
- 3.9k views
I once heard you could download Jeff Lew's "Learning Character Animation" (his 3 character models) from his wbsite, without having bought the DVD set. As his website is closed (I think), I'd like to know if someone has a coppy of them. could you plese send those 3D models to my pofile? Thanks!
Last reply by Dpendleton77, -
- 1 follower
- 31 replies
- 6.7k views
No idea why I didn't try this earlier but retopology is so much easier than trying to 'fix' imported models WIP: The beauty of retopology is that it forces you to 'learn' spline topology without having to concentrate on making a model. Cheers
Last reply by ruscular, -
- 1 follower
- 4 replies
- 5k views
Steve got me thinking about approaches to tree bark and this was the result of applying a displacement map to a 9 patch grid. For bark I note that in addition to the texture, lighting has a great deal to do with emphasizing that bark's detail and hardness.
Last reply by Shelton, -
- 39 replies
- 5.8k views
I have attempted to model a real person. You can see the head only on the first .MOV and then the same model with a torso, etc. in the second .MOV. I modeled the head, hair, and props, and borrowed liberally for the torso from a model called Marie Claire/Sister M that was donated by Klaus-Uwe Schomann. Thanks Klaus. I was not concerned with realism at this stage. I just want to see if the person is recognizable before I go in and clean up the modeling and decals. Does anyone know who it is? I really compressed the size of the video, so I hope it is good enough. F2_2.mov F1_2.mov
Last reply by robcat2075, -
- 2 replies
- 2.7k views
Here's a random doodle... I guess you could call it a test of mouth shapes. What I find interesting about stuff like this is how emotion can be conveyed with no other change other than the jaw/mouth. Adding some eye and eyebrow animation would yield even more interesting results and of course yield that wonderfully expressive emotion 'anger'. randommouthshapes_sm.mov
Last reply by Rodney, -
- 2 followers
- 27 replies
- 4.9k views
hello, this is my new job. This is a drawing I did it two years ago and now I model. I started modeling
Last reply by Rodney, -
- 6 replies
- 3k views
I'm posting this mainly so I remember I did the test... This is a short (randomly lathed object) image sequence dropped into a Chor as assigned to a Layer. Two lights then relight the image and run it through a series of color and intensity changes. relit imagery.mov
Last reply by Rodney, -
- 4 replies
- 3.6k views
The holidays can be rough on folks so... Hang in there. (This is a frame from an animated doodle I recently did named 'Sintercuss'... with the idea being to get an idea moving and take it to it's logical conclusion in one or two sittings. The areas tested included the use of limited (minimal) animation, sound, volumetric effects, text, etc. A few lessons learned include making sure there is enough contrast in the character to read well in a variety of lighting conditions and to plan on the doodle lasting more than 10 seconds because, while certainly not impossible, it's hard to tell a story in less then 10 seconds.)
Last reply by Rodney,