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Hash, Inc. - Animation:Master

itsjustme

Craftsman/Mentor
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Everything posted by itsjustme

  1. OBS has worked great for me: https://obsproject.com/ It is free, Open Source and cross-platform.
  2. Here's my guess...one klieg overhead and slightly left illuminating only the character (for the shadow under the hat brim) and ambient occlusion lighting the entire scene (causing the different shadow beneath the character). This is just a quick attempt...it needs work.
  3. Unfortunately, I'll have to use another "stay alive" post for this thread...it's been extremely busy for me this month. I'm hoping to start getting something done this weekend.
  4. Nice, Terry! The only issue I see is on the letter "O".
  5. Welcome back, Martin!
  6. It looks fantastic, Rodger!
  7. itsjustme

    Goof Racer

    Looks great, Rodney!
  8. Thanks, Terry!
  9. The instructions should be the same, Steve. There were just a couple of small things that needed tweaking.
  10. I just posted an update for the Squetch Rig here: https://www.hash.com/forums/index.php?showtopic=27815&p=412401
  11. Here is another update for the Squetch Rig. It just has some minor tweaks that correct a few things that I found while rigging a chimp. I still need to post an updated Squetchy Sam, but I decided I needed to post these. --------------------------------------- EDIT --------------------------------------- These files have been deleted. The next version is located here: https://www.hash.com/forums/index.php?showtopic=27815&p=413646
  12. Wow! That's a lot of characters, John!
  13. Great stuff, Chris!
  14. Great stuff, Terry!
  15. Currently, you can work with 16bit float OpenEXR images in A:M. TGA and PNG images are 8bit, so using OpenEXR images for color or bump/displacement gives you more precision (which I've really noticed in displacement maps), but, depending on the size of image you are rendering, you may not notice that difference. However, using OpenEXR images for maps makes them 1.0 gamma automatically, so there isn't a need to color correct the maps when working in a linear workflow. I also render to OpenEXR so that the linear workflow is maintained. It makes post-processing essentially lossless when you have a final image that is 8bit. Hope that helps, Dan.
  16. Once again, I am forced to use a "stay alive" post. I'm still working on texturing and learning Krita. I've made some progress, but it will take more time to get something I can show.
  17. Looks great, Terry!
  18. That's an interesting approach, Rodney! There are some splines I would re-route once you got past the initial stage, but it seems to be a great way to start. Smartskin and Poses could help quite a bit in rigging a snout.
  19. itsjustme

    Bullitt

    Great stuff, Serg!
  20. That will be a very cool addition!
  21. One reason I'm using Krita is that I can paint and save EXR images to use as the color decals...which means they are a 1.0 gamma.
  22. He looks great so far, Dan!
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