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

Rodney

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Everything posted by Rodney

  1. Narrowing it down... A likely candidate from Noober: http://www.hash.com/forums/index.php?showtopic=32129
  2. I don't think the model was ever shared but it was rendered in the timeframe when the Bradbury boys were active... Can you share the source from where the images are derived? That would give us some clues. Here are some bathrooms that do not appear to be that model: bathroom_top_small.png 332.41k mouseman Bathroom Modeling Challenge 29th September 2012 - 04:15 PM bathroom_modeling.zip 8.31mb mouseman Bathroom Modeling Challenge 29th September 2012 - 04:15 PM elf_walking_from_bathroom.mov 7.79mb thejobe Santa's Little Helper 25th September 2012 - 06:38 PM bathroom_sink0.jpg 159.03k thejobe Sink 24th March 2011 - 02:16 AM bathroom_sink.zip 41.78k thejobe Sink 24th March 2011 - 02:16 AM basement_bathroom0.jpg 311.03k thejobe virtual to reality 20th March 2011 - 03:17 PM Public_BathRoom.zip 250.7k DJBREIT Bathrooms Public 23rd October 2010 - 12:00 PM BathRoom0.jpg 85.47k DJBREIT Bathrooms Public 23rd October 2010 - 12:00 PM mario_bathroom.mov 6.86mb Jequed Super Mario film (continued) 4th October 2008 - 01:19 PM bathroom2.mov 2.18mb Jequed Super Mario film (continued) 17th August 2008 - 07:00 PM bathroom1.mov 2.64mb Jequed Super Mario film (continued) 9th August 2008 - 05:35 PM BathroomScary.jpg 200.46k MattWBradbury Super Mario film (continued) 19th May 2007 - 06:32 PM BathroomBigNeat.jpg 132.66k DanCBradbury Super Mario film (continued) 19th May 2007 - 01:08 PM Bathroom2.jpg 139.38k MattWBradbury Super Mario film (continued) 18th May 2007 - 10:40 PM Bathroom.jpg 61.43k MattWBradbury Super Mario film (continued) 18th May 2007 - 10:40 PM bathroom.prj 1.78mb Chrury Sanson Super Mario film (continued) 17th May 2007 - 07:44 PM Bathroom_Stall0.jpg 14.1k thetanman Super Mario Film 4th March 2007 - 01:33 AM Bathroom_Stall.mdl 64.28k thetanman Super Mario Film 4th March 2007 - 01:32 AM Bathroom_Stall0.jpg 11.64k thetanman Super Mario Film 4th March 2007 - 01:32 AM Bathroom_Stall11.jpg 14.1k thetanman Super Mario Film 4th March 2007 - 01:32 AM Bathroom_Stall0.jpg 14.1k thetanman Super Mario Film 4th March 2007 - 01:32 AM BathroomAgain.jpg 134.09k MattWBradbury Bathroom 5th October 2006 - 01:29 AM BathroomQuality.jpg 65.88k MattWBradbury Bathroom 5th October 2006 - 01:02 AM BathroomRender.jpg 140.38k MattWBradbury Bathroom 5th October 2006 - 12:35 AM BathroomScale.mdl 51.97k Gene Bathroom Scale Model 23rd April 2005 - 10:12 AM BathroomScale.jpg 30.16k Gene Bathroom Scale Model 23rd April 2005 - 10:11 AM bathroom_from_doorway.jpg 39.27k luckbat Public bathroom WIP 31st January 2005 - 10:57 AM bathroom_0.jpg 78.68k luckbat Public bathroom WIP 30th January 2005 - 04:06 AM new_bathroom.jpg 51.49k luckbat Public bathroom WIP 29th January 2005 - 11:50 AM My memory says that it was not the Bradburys but rather someone who was modeling their 'real' bathroom and the creator went to the extreme of modeling the whole thing to see what it would look like when the contractor finished.
  3. Regarding the downloadable resources... We'll have to clean up the links a bit as these have gotten lost. Look for some refreshment of the New Users forum area in 2013... it's long over due. The basic data/resources can be found on the Hash Inc FTP site for downloading: ftp://ftp.hash.com/pub/misc/Data.zip (this is a 158MB zip file containing all the basic files used in tutorials and the Libraries. For the real basic assets used in the tutorials you could just download those (but I recommend the full Data file as it has more fun stuff to explore. It's in the same FTP folder as above but is called LittleData.zip: ftp://ftp.hash.com/pub/misc/LittleData.zip (This is a 7.5MB download containing the TaoA:M tutorial resources) Regarding rendering... it's almost always (95 percent of the time) a good idea to render to sequential images. You can then convert that sequence to other formats via A:M's Save As Animation feature (Right Click on the images folder in the Project Workspace). The primary reason to render to individual images is that it doesn't require as much computer memory and if something goes wrong (you lose power for instance) you won't have to rerender everything but only those images that did not get rendered properly. When rendering to AVI/MOV it's usually best to render to uncompressed and then compress them later with a decent codec. (You can do this with A:M but it will tend to be faster with programs that are designed for optimizing that specifically. Quicktime Pro is a good example of such a program.
  4. Well, it's good to have you here with us now.
  5. The late great Paul Forwood was doing some pretty magical stuff with SSS, FakeAO and such. I sure wish he was still here to answer our questions. Here's an example of Paul's experiment with FakeAO, SSS, 3 Point Lighting and Raytraced Shadows: http://www.hash.com/forums/index.php?act=a...st&id=53708
  6. This may be old news but Cronos (aka Luis Enrique Braga) was making game assets with the AMtex plugin for use with DarlBasic Professional (which is reportedly free): DarkBasicPro (Download Link): http://www.thegamecreators.com link to DarkBasicPro Download He posted some of his work (and a lot of resource links) HERE.
  7. We have several users who have been involved in game development with various game engines. Caleb Gunby (aka totlover) put out the word that since he's been using Unity 3D a lot he's open to Q&A on the workflow to get there via A:M: http://www.hash.com/forums/index.php?showtopic=41238 He's a fan of Ultimate Unwrap 3D (http://www.unwrap3d.com/u3d/index.aspx) I believe he's been involved with creating at least two games in the past year; a Turtle Platformer Game and Office Bowling. Turtle Platformer Info Office Bowling Info Bruce Monahan created 'Izzy the Busy Squirrel' by going the Direct X route through the Chris Roy's AMText plugin and other plugins. Izzy the Busy Squirrel Info
  8. Welcome to the A:M Forum!

  9. You were well on your way to fame already!
  10. The power of layering/compositing.
  11. There is more 'making of' out there on Avengers but these sequences in particular show more of the simplicity in geometry/meshes that were textured and lit for the movie than other references I've seen. [vimeo]56664953[/vimeo]
  12. Welcome to the A:M Forum!

  13. Well, I am surprised! Thanks guys! I'm thinking of having two or three birthdays this year.
  14. Yessir! I might put a few of those together for simple things that don't require much audio/dialogue. The gifs also have the benefit of being easily linked throughout the forum.
  15. Here's my contribution. I don't have the plugin so this is Midi driven. A simple bone rotation steadily increasing... rising.mp4
  16. Ouch. Sorry about that. I might have steered clear if I had known that. Still, they might be of use to the Mac users 'round here.
  17. Ah well... those things happen. For what it's worth you can use the Comma key too. Just use one of the manipulators to ensure the pivot is in the right location for lathing. Since we are here... For the curious here is an example of Lathing anywhere you want from the Front View. A:M Assumes Lathing is from the Front View unless told otherwise via one of the manipulators. I tend to use the Rotate Manipulator but you can use any of them.
  18. Here is a quick down and dirty walkthrough of Lathing a Sphere from the Front View: Note that most people lathe with the spline on the Right side of the axis but I learned to do it on the left and it's hard to change old habits...
  19. Make sure you are in front view. It's not required but if you are in another view you'll have to tell A:M what your orientation is via one of the manipulators (Rotate, Move, etc). Most people just use the Front view. Also, you'll want to move the spline 1 cursor key over to the side to prevent pinching at the top and bottom. I'll see if I can put together a quick demo for you... stand by... I thought I had a tutorial handy but don't see it at the moment. Here is a writeup on advanced lathing methodologies: http://www.hash.com/forums/index.php?showtopic=9103 A gif tutorial of lathing a sphere from Front View is rendering right now...
  20. If you have one of the programs that support FXFactory you likely know about this already but... FXFactory is a plugin interface for a large number of free and purchasable effects for Final Cut Pro, Adobe Premiere, Adobe After Effects etc. Some of the effects are demos while others are entirely free. For those interested, check it out here: http://www.noiseindustries.com/fxfactory/ These are supposedly free: http://www.noiseindustries.com/fxfactory/free/
  21. Thanks. I'll wait for it. I'm a bit surprised (but pleased) it didn't get reserved for v18.
  22. At the risk of... whatever.... I'll add the following suggestion. While I know this is for a still I think you'll want to make the slide a separate piece of the weapon in order to: 1. Make it look more realistic. (Having it as a separate piece would also make it easier to bevel) 2. Make it functional in the primary place the weapon would be seen to function (the other would be be the trigger and the hammer) I recall my drawings of weapons before I became a firearms instructor looked like solid chunks of metal that had no internal working parts. While I don't tend to make my weaponry completely functional and real I do try to hint at something underneath the exterior that would be able to send a bullet down range. Having the slide appear to be a separate part, even if it isn't can achieve that sense of realism. Looking good thus far! Edit: It occurs to me that you may be heading in the direction of a separate slide already because of the 'dangling splines' that David (itsjustme) Simmons was talking about... Here's an image of a glock with the slide locked back to the rear:
  23. Thanks ya'll, you make birthdays worth having.
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