sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
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Hash, Inc. - Animation:Master

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Showing content with the highest reputation on 11/19/2024 in all areas

  1. I was lathing a shape and thought I could easily turn it into a giraffe's head... A few hours later this dragon thingy appeared: The motion blur... a bit thick no? I thought I'd be lazy and make the eyelids be patch images that turn on/off. That was probably more work than it should have been if I would have just made actual eyelids. It kinda worked though. Had fun with a few things that won't be particularly apparent such as having the color of the horns change so that the lightest/grayest horn is always in the back (presumably aiding in giving a sense of depth). This guy technically has no mouth although he does have a jaw bone. He really needs a mouth. I was going for flat shaded and almost got what I was after. I need to explore that more and get that approach into muscle memory. He needs a body no? I thought about faking the reason for not having one by adding ripples of blue to indicate water. Added: Definitely needs eyebrows! It was a fun 3D exploration that reminds me that when doodling especially... there is always something more to tweak!
    2 points
  2. So much that could be changed! Regrets? I do wish I had used more cross sections when lathing the neck as it would allow for better placement of his differently colored belly. His mane/back scales need more detail/definition. Perhaps a sense of bones/webbing. Mouth. Need mouth. Nostrils. If the entire eyes were patch images or decals I probably could get away with more there and have better control of the look/feel. Why do I always resist just modeling the stuff in the first place? I wanted to have his horns be more turned but perhaps for this guy these are the best? More ornate horns might be reserved for other dragons this guy would encounter. Some additional deformation/detail and the cheeks and chin would suggest scales/hair. Ears... not very subject to gravity in this iteration. Those might be some of the obvious areas to work on. What else?
    2 points
  3. Robert asked me to post a shaded wireframe of the rig in action. It's not a brilliant rigging attempt, and it required a lot of muscle mode tweaking to get it to where it is. It's not really rigged to be animated so much as to get it into the smile position and render it. Sequence 01_2.mp4
    1 point
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