Work In Progress / Sweatbox
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Works In Progress (WIP) (59,409 visits to this link)
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5,156 topics in this forum
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Oz Contest WIP 1 2 3
by KenH- 106 replies
- 10.2k views
I'm posting my WIP for next months contest here as I think this is an exceptional one. The contest...not necessarily the model. It would be great if everyone started wips so that comments can be made to make each individual design the best it can be. So, here's mine which is based on Richards design located here: http://www.hash.com/forums/index.php?act=A...=post&id=106977 Comments/improvements welcome.
Last reply by Paul Forwood, -
- 1 follower
- 6 replies
- 1.5k views
Here is a brief test of rendering the aerial flyover of Winkieville from TWO in 3D. You'll need your red/blue glasses to view this 1_01_01__Stereo.mov I'm not sure who all was involved in creating that set but it's a nice looking opening shot!
Last reply by pixelplucker, -
- 1 follower
- 81 replies
- 10.7k views
I just couldn't help myself. I took an Oz Map I painted in PS awhile back (#1). Then made a real quick, sloppy displacement map for it (#2). Then rendered (#3). It took about 16 minuted with 16 passes at this size to render. Original maps were 2000X3000. The "artifacting" you see in the mountainous areas is caused by the rivers gouging through them. Like I said, I didn't spend alot of time making the displacement map. I could probably make it look alot better, but just had to try out the new Displacement. Oh, and 1 patch was used.
Last reply by Zaryin, -
- 28 replies
- 2.1k views
I'm starting a new thread for my Oz wips so that I don't clog up the Movie forum with my stuff. Plenty of room there for other people to post their ideas though. This is still a rough walk cycle but it's close to the tired trudge that I was after. Not quite but close. Still playing with dynamics, still need to sort out the stiffness of the walk and fix the way the backpack reacts. No facial rig yet, that's the next step.
Last reply by ChrisThom, -
- 5 replies
- 1.6k views
Very cool this p3d.in-Website with their WebGL-Player which Robert uses for some stuff. Have a look at this I tried it with my new character I am currently working on: Gremlin Wizard Exported with the OBJ-plugin with Subdivision-Level "Variable". You will need Chrome or a new version of FireFox to see it. See you *Fuchur*
Last reply by TheSpleen, -
- 1 follower
- 14 replies
- 850 views
I've been focusing on rigging, stylization, particle systems, I thought it was time I concentrate on something new for a while. I decided to try and work on terrain. The first thing that came to mind (for whatever reason) was an oriental mountain top with a small pagoda, a waterfall, and an enlarged looking banzai tree. I modeld and textured the mountain...now I need to find (or make) a pagoda, and somehow a waterfall. If anyone has any suggestions for making a waterfall or has a model of a pagoda that would be great. I doodled a bad drawing to kind of get the idea of the layout. Thanks for yo…
Last reply by Masna, -
- 7 replies
- 952 views
so...after discussion various cloud making methods for ages, i sat down for...4hours or so and ended up with these things thats 23 planes >_<, all with displacement maps. first one look pretty good, second attempt looks..dunno whats going on there. might be the position of the light..might have something to do with the toon shader (i just dont like normal render >_< ). thing took 26min to render so its kinda hard to figure out stuff like that.. ill try to render a small vid of it overnight.....hopefully ^^
Last reply by Roughy, -
Hey, just did this for my dad. He's a graphic designer and needed a render of a label he made in one of his client's products.
Last reply by Rodney, -
- 11 replies
- 1.3k views
comments and suggestions welcome Thanks everyone
Last reply by NickHutson, -
- 9 replies
- 1.7k views
Here's a link to a great tutorial on hand painting human skin for everyone in need of good custom textures to finish up your models. Painting Skin
Last reply by Parlo, -
- 13 replies
- 2.1k views
I made this panorama and used it as Rotoscope moved Rotoscope (right to left at 00:00:00 to 00:08:00) put model moved on the path (left to right) set camera keyframes to get good perspective (at 00:00:00/00:04:00/00:08:00) created small ground and constraint > Transtate To model set Option : Front Projection Target ON / Receive Shadow ON (for shadow) and Render to Files. (3 Passes) this is loop action
Last reply by thejobe, -
- 1 follower
- 2 replies
- 672 views
Finally getting back to my Cluedo project, I am near to finishing the Hall scene. The only thing I'm lacking is a grandfather clock that I haven't built yet. The 3D scene itself will be used properly for some short animations, but for my purposes the interactive part will be done in Macromedia Director using QTVR. (Off-topic: for those who don't know what that is, QTVR is Quick Time Virtual Reality. A panoramic wrap-around image is used as the background and by sliding the image left and right it looks as though you are in a virtual scene. Hotspots will be used to represent clues and other things.) What I need to know is how to create panoramic scenes using A:…
Last reply by DCLeadboot, -
- 0 replies
- 324 views
Here is an example of modelled pantiles, Simon.
Last reply by Paul Forwood, -
- 15 replies
- 1.6k 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, -
- 11 replies
- 1k views
This it one of the very first projects built in A:M. I made some serious mistakes which conspired to slow the modeling, and the renders. First of them was that as I built things in the Modeling Window, I applied the textures as I went along. If, like with a wood beam, I needed this object several times in several models, I would copy it and paste in place. All well and good, except for the fact that A:M loads another copy of the texture. As I duplicated the bits, I ended up with a phenominal number of textures in the Textures Folder [to say nothing of Groups]. Another less-than-desirable aspect of A:M is that if a project sits idle for a few months, A:M had difficulty fin…
Last reply by Animus, -
paperface - hello world! [attachmentid=14188] [attachmentid=14189] paper01.mov
Last reply by the_black_mage, -
Park bench
by Animus- 9 replies
- 1.3k views
Hi! I haven't work much animation this last year. A friend who saw a clip done a few years ago offered to do a soundtrack, so I did a few touch ups. I had tried to do a soundtrack at the time, but with no success, I think he did much better. Park_bench.mp4 Michel
Last reply by Animus, -
- 4 replies
- 542 views
Hi hashers - This character was created for fun.......Over at #hash3d on irc we have alot of fun and we learn alot....I always bug Parlo aka (Sam Buntrock) about being a pimp since he's so good with the ladies ... So I created this fish just to tease him.... Am very happy with the results... the whole pimp thing is just a joke...... parlo is not a pimp "DO I MAKE MYSELF CLEAR" lolz..... hope you get a chuckle... modeled / rendered in A:M V11p......
Last reply by JohnArtbox, -
A parrot. [attachmentid=13901]
Last reply by fredfrid, -
- 1 follower
- 5 replies
- 467 views
Parrot: -Comments? [attachmentid=13936] [attachmentid=13937] parrot03.mov
Last reply by 3DArtZ, -
- 6 replies
- 543 views
Parrot: -Money, money, money [attachmentid=13978] [attachmentid=13979] [attachmentid=13982] parrot08.mov
Last reply by 3DArtZ, -
- 0 replies
- 419 views
Parrot: -No more Hawaiian Pineapples [attachmentid=14096] [attachmentid=14097] CLICK TO READ USA TODAY parrot10.mov
Last reply by fredfrid, -
- 23 replies
- 2.3k views
Parrot: -Parrot [attachmentid=14012] [attachmentid=14013] Simple - Yes! but less is more and small is beautiful - hoping on some good response - some nice comments! To give you a clue: http://www.oup.com/us/catalog/general/subj...a&ci=0199279403 Humans never run out of things to say. We explain, we cajole, we gossip, and we flirt--all with the help of language. But how in the space of several million years did we evolve from an ordinary primate that that could not talk to the strange human primate that can't shut up? Everyone of us have got some ideas - illusions? - we have to express. We believe in something - parrots do not belive in …
Last reply by fredfrid, -
- 3 replies
- 425 views
Parrot: -To be or not to be [attachmentid=13945] [attachmentid=13946] parrot05.mov
Last reply by 3DArtZ, -
- 3 replies
- 451 views
Parrot: -What´s your handicap? [attachmentid=13968] [attachmentid=13969] parrot06.mov
Last reply by fredfrid, -
- 7 replies
- 785 views
FINALLY after the hours of work! http://www.youtube.com/watch?v=tlGgbYdFiYs It played for an audience of about 400 yesterday and they laughed quite alot. It made me feel like it was worth all the work. Please let me know what you folks think and oh yes, please leave a rating on Youtube if you can. Thats allways appreciated!
Last reply by ChuckGram, -
- 14 replies
- 1.2k views
I created some water ala Chuck Babbage and wanted to place my submarine in the middle to simulate the sub on the surface. When I render the water by itself, it looks great. When I render the sub by itself, that also looks pretty cool. When I combine both in the chor, I get this: see attached. Does anyone have any idea why this might be happening? I can't attach the file due to high cp count. p.s. I just did a render again in case this was a fluke, but I got the same results. Multipass is off, fog is off, the scene is in camera view, targa sequence is on, and the render takes about an hour - certainly long enough to also render the missing sub. Oh yeah, r…
Last reply by Eric2575, -
- 1 follower
- 2 replies
- 734 views
I have been working on one of my alternate funny endings for my Cluedo parody project. This ending shows butler/undercover inspector/narrator (Earle Grey/Fred Herring) cleaning the windows. He concludes, inviting the player to come back again sometime, then turns to rinse the window - only to find that somebody just opened the window! I really wanted to do this one, so I experimented with particle systems. The first experiment was with Blobbies. I wasn't happy with it. For a start, it took far too long to render - and besides the water looked more like gello. The second experiment was with Streaks, which I have used. I am pleased with it. I achived th…
Last reply by DCLeadboot, -
- 7 replies
- 1k views
This is my first animation with particle system and force, the avi is a preview and my actual is in tga. However, I face some rendering defects in the final render and retouched inPhotoshop, see attached img. Any idea what is the cause? The entire sequence took about 15 hrs, currently trying object colision.
Last reply by Philip Fong, -
- 2 replies
- 542 views
put this together in about 30 minutes someone asked about example of ground breaking along a path this is simple trial of the idea with AM and added some hair to it too groundtest.mov
Last reply by johnl3d, -
- 28 replies
- 2.3k views
Here's a WIP of my contribution to the Pass the Ball project. I was gonna try to keep it secret, but what the hell. I know there's a lighting glitch when Shaggy hits the floor, and that his arm penetrates the ground. Other than that, comments and criticisms are quite & very welcome. Sorenson 3, 212K. ball_v1_sor3.mov
Last reply by entity, -
- 1 follower
- 2 replies
- 619 views
Here is what I have done so far. I'm just editing it down to 5 seconds. The first picture is casting a fishline with the bobber entering on the left, then the fish taking the line and the bobber exiting out the left. Dan
Last reply by kashyyyk, -
- 2 followers
- 34 replies
- 3.1k views
Thanks to everyone who participated in the "Pass the Ball" project! Here it is: http://www.zandoria.com/images/Movies/PTB6-26-05.mov I'm making DVDs to send you guys, they should go out next week
Last reply by John Bigboote, -
- 7 replies
- 1.2k views
Passing the Ball But missing it... Just trying to make some fun... with a ball but missing it having too few CPs in the nose! passtheball.mov
Last reply by seven, -
- 1 follower
- 26 replies
- 1.9k views
Hey everyone, I went out and got a new PSP game called Patapon. It's another fun, stylized game from Japan Studio. Playing it and looking at the 2D stylization got me thinking. "I wonder if I could make a 2D animation in A:M. Of course it's simple in Toon Render but I mean actually 2D. So I made a model of a Patapon off the top of my head. Everything is going smoothly so far but if anyone has any suggestion or ideas feel free. I attached some pictures of the project. ( I'm also working on TAO of A:M on the side lines; only four more lessons left. Thanks for your…
Last reply by Masna, -
- 2 replies
- 463 views
I have a rather complex landscape with a road and want the middlespline of the road become a path for my car. So now when I create a new path constraint I am not able to pick this specific spline as a path . I know, that it is possible, because I have achieved it before, but lost the constraint, when I switched my car model. So my question is: Is there a special trick or workaround to make that spline pickable again or make it selectable in the pull downmenue?
Last reply by jakerupert, -
- 9 replies
- 3.3k views
Y'all don't need to be drooling over "path deformers" in other programs... A:M's got 'em! D_Box_PathDeformer.prj DBoxPath.mov
Last reply by phatso, -
- 1 follower
- 9 replies
- 774 views
I am wondering how to make a camera's orientation follow the twisty curvy paths orientation like the one shown in the video, or more importantly, how to make a coaster car follow the orientation of the path. Making the camera or object follow the track is easy enough by making one of the pipes splines the path. Also, I was able to create two path constraints from the camera to the two outside rails which keeps it from moving into the mesh when the track twists and turns. I thought that would actually cause some weird circular constraint problem but it didn't. But I would like for the camera or for the coaster car to be oriented the same way as the track. In other wor…
Last reply by Rodney, -
- 5 replies
- 834 views
Crashing down to the task of revising and finishing "Aesop's Council of Mice," my next short, in a few too-short weeks. This is a high-res pic of Pawtuckett. (The actual short will be produced at 720x480 DV.) Pawtuckett has a kind of yellowish color to most of her fur, and I'm checking to see if that explains the difference in glow color between the acorns and her. I'm just posting this pic because she's the first of the character models I've revised. I need to decide what to do about her thumbs, and a few other trouble spots, before I move on to the other mice. The hair is 10.x decal-controlled hair- -M@
Last reply by amarillospider, -
PB
by goodguy20k- 2 followers
- 39 replies
- 21.2k views
Ok, so... Humans aren't my modeling forte. Actually, modelling isn't my forte period. But, I have a character, and I know his personality quite well, so the trick is getting him on screen. His name is Peanut Butter. Don't knock it, my little bro named him. He IS modelled after a real teddy bear we have (hence, the personality). This is my first real model, and he needs a bit of work still. (With school and TWO, I haven't had a lot of time to spend on him.) Take a look and tell me what you think. The biggest thing that I've had to fight with is hair. Too much hair, and it won't render (and takes forever to render). Too little, and it doesn't look right. …
Last reply by the_black_mage, -
- 8 replies
- 774 views
Kissing the pearl of Venezia you will get eternal life! Here a Robo has a try...
Last reply by Newbert_Zero, -
- 1 follower
- 12 replies
- 1.1k views
Well after a little bit here, a little bit there and over four months later I have more or less finished my latest flick from the Bella Bear Project I have been working on... It still needs some refinement and I have banged my head against the wall a fair few times, especially with particles and volumetric lights but this is as far as I have got - please be kind I couldn't resist showing you what I have been up too... Peg to the rescue Be warned it is 10.6mb big - broadband connection recommended!
Last reply by gazzamataz, -
Pegasus gallop to jump WIP clip.
by Guest mrsl13- 1 reply
- 683 views
Im Back I made some changes that were suggested in a perviouse post and then made this new animation. Just an update of a project Im working on in this 800 KB Sor3 mov clip I have a galloping action that goes to a jumping action then back to a galloping action still needs work but it's a start...(pegasus horse model) I cant seem to get the hang of transition to next action to look very good so I just copy and paste keyfames from one action to the other to start a new action in the sequence.Anyway Im having fun even when I goof up.LOL Mike Cossey My briefcase SBC yahoo briefcase link...I hope http://f1.pg.briefcase.yahoo.com/bc/mscoss...case.yaho…
Last reply by Rodney, -
Pegasus WIP
by Guest mrsl13- 7 replies
- 2.2k views
Here are two short clips in Mov QT format Sor3 codec (appx 3 to 4 mbs each) of an animation test of a project Im working on...for those who saw my topic in General about "Model Building ethics" this is the model in question it was originally the Toon Horse off the AM 2003 CD...I modified it to where it now looks like the horse in this clip (pegasus horse that is) the original model properties had no created by credits but did have a last modified credit by Cabbot Sanders. direct links below, I hope... First clip is a closer shot ,second clip is a wide shot . Pegasus close shot Pegasus wide shot Hope they are direct links... Mike
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- 8 replies
- 995 views
Started playing around with an idea. Let me know if this guy demonstrates a personality. If not what could be different so that it would for you?
Last reply by johnl3d, -
- 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, -
- 4 replies
- 853 views
Inspired by the fantastic Mascot work Pequod did for Briar. Pequod provided somewhere some great close up shots of the face of Briar. With this as inspiration plus the number 28 Face Tutorial Video by Dan Shimmyo available on ARM, I have begun my first semi-realistic head.
Last reply by Rodney, -
- 1 follower
- 5 replies
- 1.1k views
http://www.deviantart.com/view/13625554/ Perfect Chaos, final boss of Sonic Adventure for the Sega Dreamcast and the Nintendo Gamecube. This is one of my latest pieces, I have more pieces at my Deviant art page, enjoy! oh, short of a FTP server, where can I store Video I've done? I've done special effects for two films using AM. Thank you !
Last reply by Sonic84, -
- 3 replies
- 583 views
Hello! I am very new to a:m. I'm using A:M 2001, 8.5p+ and i'm trying to create spheres. i understand the concept and everything is going ok, except my half-circle, that i'm going to lathe into the sphere looks a bit jagged, not perfectly curved. the odd thing is, if i close the project & reopen it, it then looks fine. so, i create my sphere. so far so good. if i look at it in shaded mode, it no longer looks perfect, nor does it in wireframe any longer either, unless i save, close, and reopen the project. anyone know why this is happening or how to get around it? thanks!
Last reply by pr0ph3t, -
- 4 replies
- 1k views
HAPPY NEW YEAR !!!! new year, new life... good luck all... I decided to participate in one more image contest and I used it to define my hero concept .... comments and sugestion are always welcome
Last reply by johnl3d,