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Hash, Inc. - Animation:Master

itsjustme

Craftsman/Mentor
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Everything posted by itsjustme

  1. Thanks, Terry!
  2. The instructions should be the same, Steve. There were just a couple of small things that needed tweaking.
  3. I just posted an update for the Squetch Rig here: https://www.hash.com/forums/index.php?showtopic=27815&p=412401
  4. 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
  5. Wow! That's a lot of characters, John!
  6. Great stuff, Chris!
  7. Great stuff, Terry!
  8. 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.
  9. 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.
  10. Looks great, Terry!
  11. 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.
  12. itsjustme

    Bullitt

    Great stuff, Serg!
  13. That will be a very cool addition!
  14. 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.
  15. He looks great so far, Dan!
  16. I have taken way too much time looking at unwrapping using other software and then decided to just use the methods internal to A:M. Now I'm trying to get something halfway decent looking for the chimp model. I'm using Krita for the painting and have a lot to learn about the software, so it's taking me more time than it should. Hopefully, I'll have something to show in a few weeks.
  17. Great stuff, Steve!
  18. I'm biased, but I'll give you my two cents. Before watching the later tutorials, you'll need to understand Expressions. This thread has a few tutorials (throughout the thread) that might be helpful: https://www.hash.com/forums/index.php?showtopic=39551&p=345915 The most accurate arm/leg rig I've worked with is outlined in this tutorial: https://www.hash.com/forums/index.php?showtopic=40164&p=352433 The popping can be minimized in any rig using the method outlined in this tutorial: https://www.hash.com/forums/index.php?showtopic=39551&p=366938 A more involved example of these two methods are in Squetchy Sam (rigged with the Squetch Rig) located in this post: https://www.hash.com/forums/index.php?showtopic=27815&page=9&do=findComment&comment=404735 Hope those help, Adam.
  19. Mine was in 1998...I think it was v7.1 with the "Meltdown" CD.
  20. Great start, Steve!
  21. Looks fantastic to me, Rodger!
  22. In the process of checking through my very old backups, I came across a few things I modeled that I might be able to salvage. I tweaked this one (based on a drawing made by a friend) from fourteen years ago a little, but it still needs more work. I figure he could be sitting on someone's desk somewhere.
  23. I'm feeling a little better about what the hair on the chimp looks like. I still have some other bits of hair to add and then some texturing, but at least I can show something.
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