sprockets Learn to keyframe animate chains of bones. Gerald's 2024 Advent Calendar! 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
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Hash, Inc. - Animation:Master

itsjustme

Craftsman/Mentor
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Everything posted by itsjustme

  1. Great stuff, Luis!
  2. You have a bunch of flipped normals, Simon. Hope that helps.
  3. Great stuff!
  4. Another "stay alive" post, unfortunately. I've got a few of the additions added to the rig and Squetchy Sam is in a better state. There are still some things to tweak on what is already added, then I have some more things to test. This is the busy part of my year, so things are moving extremely slow...even for me.
  5. Great stuff, Matt!
  6. Looks cool, Serg!
  7. Just a "stay alive" post for this thread. I'm still working on the Squetch Rig update. I've made a couple of adjustments that should make the shoulders and upper chest work better...still a few more things to work on though. In the process, I've torn up Squetchy Sam's setup and I'm now putting him back together so I can work on the other things I want to add.
  8. I'll have to check that one out. Looks great.
  9. Great stuff, Luis!
  10. Are your center bones on '0' of the 'X' axis, Matt? If they are not, you can get duplicates. Hope that helps.
  11. I've temporarily tabled the lighting of the Exam Room because I need Bertram posed in the room, so I'm back to working on the Squetch Rig update. I've got some small tweaks and what may end up being a big shoulder update that I'm working toward. We'll see how things pan out.
  12. Great stuff, Serg!
  13. Great poster, Mark!
  14. SSAO would, but I'd rather avoid it if possible...you're right about the flatness though, Robert. I'll have to do some more thinking and experimenting. I'm not the most knowledgeable when it comes to lighting and texturing, so I'm learning a lot in this process. Thanks for pointing out the false blacks, Rodney. When I get to a final series of images in the Exam Room, I'm hoping to have something decent.
  15. Looks like it's more of an ambiance adjustment. Here is the same Project with and ambiance of 20% on each object, the light set to an intensity of 480, attenuation of 50 and a darkness of 60%. It could probably use more tweaking, but it's something I hadn't messed with much up to this point. light_test_10_23_2015b.zip
  16. Some of that may need some bounce light, but more passes, more rays cast and possibly a lower attenuation can also improve those areas, I'm thinking (I'll render another test or two to see). The main purpose of doing the tests was to get a better overall lighting of the room. With the light attenuation set to 100%, you get quadratic falloff (which is the way light without the additional bounces behaves in the real world), at 50% attenuation, you get linear falloff and at 0% attenuation, you get a constant light (which would get rid of any shadows). Here is a better explanation: https://developer.valvesoftware.com/wiki/Constant-Linear-Quadratic_Falloff The lighting will probably get more tweaks, but I've gotten a better understanding of lighting using these tests and a linear workflow. Time will tell if it shows in the final images.
  17. Here's a test room to mess with. The light is currently set to 5 rays and the render shown is 16 pass (4x4). The room was rendered to OpenEXR, then converted to an sRGB color space using "Black Magic Fusion 8" (the free version....https://www.blackmagicdesign.com/products/fusion) for the PNG...you could do the same thing using Krita (https://krita.org/download/krita-desktop/). I have included the OpenEXR image to do test conversions. Hope that helps. ----------------------- EDIT ----------------------- The chart for linearization of your colors is in this post: https://www.hash.com/forums/index.php?showtopic=46986&p=405842 light_test_10_23_2015.zip
  18. It's a single bulb, size is 5 inches, falloff is 20 inches, attenuation is 55% and for this room (12 feet x 14 feet at this time) the intensity is set to 600% with ray traced shadows set to 10 rays cast (could probably be fewer rays...still have to do some testing). The bulb is inside a light fixture with a cover that is 80% transparent and 100% translucent.
  19. I made some updates to the Exam Room here: https://www.hash.com/forums/index.php?showtopic=46986&p=406175 Now I'm going to get back to some work on the Squetch Rig and then see if I can finish up Bertram.
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