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. I tightened up the teeth (not shown in this image), did a bunch of remodeling on the pants (debating whether to model or decal the pockets back on or just leave them off), put in a simple rig to test the modeling, relaxed the shoulders and did some preliminary CP Weighting (which should speed up putting in the next rig). Of course, there is a lot more to do but it's moving forward, so that's good. Here's Bertram with the current changes and his arms at his sides. Next, I'll put an actual rig in him.
  2. To keep this thread up to date, I'll mention that I'm currently working on Bertram in the modeling thread here: https://www.hash.com/forums/index.php?showtopic=32649&p=404504
  3. This isn't a huge step, but since I rendered a frame to check things I decided to post it. I adjusted the teeth, gums, throat and tongue to fit Bertram and put in a simple rig (just basic bones with some fan bones) so I can move things around to check the modeling and it will also serve as a guide for bone placement when I install the actual rig. To check the mouth, I put in a jaw bone and did some basic CP weighting. There's a lot more tweaking to do as I go along, but I feel like this is a better modeling job than I've managed on previous characters.
  4. Yessir, once you have a "library" of objects, it's easier to get things done. Having a generic character to modify to make other characters cuts out a lot of time. For mechanical objects, making a library of small parts can make it easier to put together complex looking models.
  5. I did some tweaking on Bertram's pants and teeth. Next, I'll finish the inside of his mouth, rig him (which might also result in modeling tweaks) and then texture him.
  6. I think it's fantastic! Great stuff, Rodger!
  7. That's a huge cast, Steve!
  8. Great stuff, Jason! Good luck with the Kickstarter campaign!
  9. These all appear to be progressive renders...does the problem show up on a final render?
  10. Once again, I'll have to use a "stay alive" post. I haven't had very much free time lately, but I should have some time this week. I'm presently working on Bertram's pants when I get a few spare moments. By the end of the week, I should be able to post something showing progress.
  11. Yeah, it's a bit paternalistic but I'm going to guess they did some research and found the people with the most unnecessary problems are the ones not doing the updates quickly. Has there ever been a serious problem with an update? I don't know. I had one update hose me...had to roll it back. Luckily that worked.
  12. I don't like automatic updates being the only option on the home version.
  13. Great stuff, Tore!
  14. Good looking group, Steve!
  15. I finally got around to rendering a test that I can post showing that smoothing and SSS now work together (it's been fixed for a while). This render is from v18L using "skin2" settings for SSS (0.95, 0.6, 0.5), relative density at "150%" and "Normal weight" set to "85%" The only textures applied are for the iris' and hair maps.
  16. Great start, Mark!
  17. It's been a very busy couple of weeks...we moved into another house, so we should be staying put for quite a while. I'll have to post another "stay alive" because I don't have a new image to show at this time. I started messing with the SSS on Bertram (I'm very happy that smoothing now works with SSS), which caused me to do a little tweaking to the modeling, making it necessary to re-tweak the hair. I'm going to try to get Bertram's modeling finished, rig him and then texture him. Hopefully, I can get it done in the next couple of weeks...we'll see if I can get out of my own way.
  18. Great stuff, Nancy!
  19. LOL! I don't know what they do at THAT clinic, but I'll bet it's expensive.
  20. Here is the room again with Bertram at about six feet tall. I got so concerned with other things, I didn't notice an obvious problem. Thanks again, Rodney! I'm still dinking with the lighting...now I'm going to finish and rig Bertram, then I have to model the doctor.
  21. I've thought about that, but, most of the stock images I've looked at don't have much on the walls...maybe a diploma or something. Here are some reference images: http://www.gettyimages.com/creative/examination-room-stock-photos I'm thinking of the exam room as one of many at a clinic, so multiple doctors could use this room...which would mean no individual diplomas. Also, the lack of things on the walls will reduce the chance of bad tangents.
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