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Everything posted by Rodney
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Hehe... are you kiddin'! That is most awesome. I didn't expect to see it look much better...but you've raised the bar yet again. Thanks for your contribution!
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You'd make all of our days if you won... you know that right?
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Just thought I'd plug the recent additions to A:M Films here. If it's been a while you really should check more often. Recent additions include: Jerky - Rick May Whew - Rick May Masterpiece - Story, animation and sound mix by Luis Medrano Breakout of the Shell - Larry Rains Interesting stuff all found at: http://amfilms.hash.com/
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...and people say I'm optimistic! hehe...
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Congrats Congrats Congrats! Well deserved attention you are getting at last.
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That's a good start! I definitely want to see more. I'm a big fan of generation starship stories. Is there live action in this?
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I seem to remember seeing one of the other logos on the AIG site with a globe/earth and the 'road' underneath. While overused... I think it fits the image. If not an earth... what then... Gold?... A pearl of great price? hmmmm......
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Makes sense to me. Nice Job!
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John was spotted tonight at Wednesday Night Chat! I saw him... I did! Living and Dreaming Kapsules he is! Yay!
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Very nice Philip, Excellent demonstration of the technique too. I'm not sure why you didn't just model the wood as a rectangle but.. that's okay... I don't really need to know. The final effect is what I like. More! -Rodney
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You may want to watch that issue as it may not be true for you anymore. Read HERE FIRST Then contact Hash with any questions you may have. Depending on what emulation software you use... you may be running out of excuses to upgrade.
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Justin, There are several was to do it. One way would be to project the sequence (video) from a camera onto your 3D geometry. You can use any of the following methods (or several combined): Decal - to place the video on a specific model Patch image - to place the video in a specific patch Layer - To place the video in a plane anywhere in 3d space Rotoscope - To place the video in a plane that is in line with camera view (on top of bottome) You can also project the image from a light as a light gel. I'm sure there are other methods that I'm missing but those are the primary ones. -Rodney
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I think that was a characteristic of how volumetric light works in A:M. The volumetric light will penetrate one surface but is stopped by the second. As for shadows... there is no such limit. Shadows should appear on any surfaces that have "recieve shadows" turned on. -Rodney
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Looks good Daniel. It looks like there are some artifacts that have crept into the logo... but perhaps that is by design. I was pleasantly surprised to see the logo... as studies in the book of Genesis have always been a favorite of mine. Noah, Abraham and Melchisedek in particular. I haven't looked into the Answers in Genesis site before but I imagine there is some interesting information there. There is so much to pull from the historical record. I feel honored to have been a part (however small) in helping out. Thanks for giving me the opportunity. Sounds like you are getting some interesting assignments. -Rodney
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Ken, I must say... you have a knack for capturing PIXAR character likenesses. From Gerry to Mr. Incredible... you seem to catch the basic likenesses easily. Yeah... maybe it needs refinement... but I doubt many who have seen the trailers wouldn't have known who he was. 'Incredibly" fine splining!
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Glad you brought this one back David. This is an excellent example of how 3D and 2D can work together to achieve awesome results. Nice work Josema!
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Looks great Ken! Don't forget the cute little wings.
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I thought some might get a kick out of this image. It's from a test I did earlier in the year related to Zack and my efforts to produce an A:M Magazine. I'd forgotten about this cover test though... now that I've found it I'll post before I lose it again. The idea was to trace back a bit of history in the A:M Community and feature certain artists and their creations. I think I did a 2001 and 2003 cover as well... but I fear they are misplaced on an old harddrive. I've lost my notes on who the artists are but Will Sutton's TAR is rather apparent. I believe, as the title suggests, that all characters were in the spotlight in the year 2002. The individual characters/images probably came from submissions for the 2002 CD Mascot contest. Cheers!
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Here is what we've got thus far for followup questions. In keeping with the tradition of follow up questions to #hash3d lectures we are going to open the floor for questions. Here's your chance to query Martin Hash on A:M related topics. Note that Martin often answers questions in the A:M Forum as well. This particular Q&A is a followup to the #hash3d lecture. Posted: Oct 25 2004, 06:57 AM entity How far into pre-production is the mentioned "testbed" project...and where will it be available at the end of 2006? Is clumpyness for hair gone for good? Does the 'A:M I short' contest have anything to do with the 'Animated Feature film' Hash Inc. is going to be using to implement new features/changes/updates? If not, will the 'A:M I short' contest be a continuum of contests... or a one time thing? Why is it so difficult to restructure or change things in the "core" of Animation:Master? Why can't streaks have shadows/volume shading? Is that feature requested? Posted: Oct 25 2004, 09:56 AM binder3d I read the whole chat again and there is so much going on and so many cool things I think that every Hasher needs to read this! I think what Martin is planning is going to blow pople away! But what got me thinking again was Martin saying “The renderer is static (except for HDR)”. Why is it static? Does it mean that the render wont be changed except adding HDR? I think HDR is going to be great but does that mean nothing else will be added or changed? Ive been trying to use (photon mapping) and its great but not easy to learn. What is going to happen to photon mapping? Also, Will Hash add a paint program to AM like Zbrush? Posted: Oct 25 2004, 01:36 PM Julian This is a follow up to Christina’s questions. Does keeping the renderer static mean there isn't going to be graphics card-supported rendering? How about graphics card support for rendering polygon objects as props, at least? (I'm not sure how you'll get antialiasing to work, though.) Posted: Oct 27 2004, 08:26 AM jon I’m keenly interested in knowing any future plans or special considerations geared towards the realtime animation / gaming segment of animation: master users. Posted: Oct 27 2004, 08:46 AM hypnomike I'd be interested to know if The Art of Animation Master is going to be updated. Posted: Oct 27 2004, 08:50 AM Rodney How do you see educational methodologies and disciplines evolving in the future of 3D (character) animation and have you noticed any particular trends? How does Hash Inc address the educational needs of Animation:Master users? Do you have any insights that you can share with teachers? A lot of people are have realized the power of splines over the past few years but had to continue to live in a polygon world for one reason or another. Hash Inc's reasons for championing splines has been pretty well documented. Are there any situations where polygons outperform splines? Can you explain (once again) some of the primary differences and why you've championed splines over polygons? Posted: Oct 27 2004, 08:54 AM KenH Will Mac users with the Orangutang CD get the "Hair version" of AM without needing to upgrade to v12? Are you happy with how v12 is turning out? Posted: Oct 30 2004, 03:12 PM splinesmith I have two questions. Regarding what was mentioned of Hash doing a film, does Hash have any interest in hiring forum/list members to work on it and what kind of talents would they be looking for? Also in regard to the subject of the features in the next version of A:M (especially the cloth.) could we see some examples of what is in the works? Posted: Nov 3 2004, 11:50 AM PixelDust Are there any plans to update the materials editor, like changing it to a node-based editor similar to Darktree? *Note: Some of the cast and crew at Hash Inc are out on vacation. So, we still have a little time to sneak in a few questions. Thanks - Rodney
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Like I always say... "It's a feature!" One of the (many) reasons I devote time to the A:M Community is because of the response and time others in the community (like John (Artbox) Henderson) gave me when I first started out. I don't expect to ever repay the debt I have to them. Besides that... they draw 'purty pitchers' in 3D!
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John, That just may be the prettiest image I've seen you post. Very nice technique there. -Rodney
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Nice "take" too. The exageration works perfectly. If you are looking for critiques... I'll add: Say something with the eyes. Have him look left and right... and/or have his pupils pinpoint just prior to the "take". Very nice as it stands though! For those interested, I updated the part of The 'annotated' Art of Animation:Master dealing with eyes from page 63 and 64 of TAOA:M. It can be found HERE. There is a lot more going on with eyes before, during, and after a movement. The study of eyes is a facinating one that we'll try to capture elements of in the 'annotated'.
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That's really awesome Philip! Great stuff.
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He looks a bit stiff. You should save a copy to the side of what you currently have and with another copy just exaggerate the heck out of it. When walking there should be a distinctive arc/swaying that I don't see in his movement. By exagerating I think you'll start to pick up where those arcs need to be. -Rodney