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Hash, Inc. - Animation:Master

itsjustme

Craftsman/Mentor
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Everything posted by itsjustme

  1. Here's a "take a breath" image before I model the sink...which will be added to the cabinets. The doors and drawers are rigged, there is an interior with shelves as well. When I get more modeled, I'll do some more angles. The lighting hasn't been put in yet, so this is an AO render with the ceiling removed.
  2. itsjustme

    Cicak

    Great stuff, Gerry! I saw the feet penetrate the skirt a few times...are they part of the deflector group? If they aren't that may be the problem.
  3. My only suggestion...bevel, bevel bevel. Any mechanical object really needs every edge beveled to look better than an old video game object. Now that you have the basic shape, it shouldn't be too hard to add. Here is a tutorial Yves put together on bevels. Nice start, Roger!
  4. There is a list of hotkeys here...I believe what you're looking for are the 1-6 keys on the numpad. Hope that helps, Roger.
  5. Wouldn't the Duplicator Wizard help, Roger?
  6. Looks like a fun character, Jeff!
  7. Looks great so far, Paul!
  8. I had to rename the folder from "hitball_01_Data" to "hitboy_01_Data". Looks promising.
  9. Happy Birthday, Gerald!
  10. Very unusual "Employee of the Month" award, Robert. Definitely cooler than a plaque.
  11. I've never heard it put that way (or I don't remember it)..."granular" nails it, Holmes. Sorry to go off on a tangent, I just liked that. You're getting great tips from Holmes and Mark, Roger.
  12. At the moment, an AO render of each set is about forty-five minutes. Of course, there are no textures or lights, etc, so that number may go up. Also, I'm running a 32bit OS...when I get to rendering, I'll be running a 64bit OS, so that will cut some of the time down. However, the background is only going to be rendered once per angle with anything that is animated being rendered separately and composited onto it...which will cut the overall render time down considerably. You'll be surprised at how much of this detail doesn't show up in the final animations, Matt...at least in the first one. The idea is that these sets will be used multiple times. I'm leaving myself as much latitude as possible so that there aren't limitations on the camera angles I can use. Detail is easier to not show than to add later, I'm thinking. Also, some of these models (mostly the general purpose stuff, is my guess...the "signature" things I'd rather keep for myself) may eventually be released for the community and I have no idea what angle they will be seen from in other productions.
  13. I appreciate the encouragement, guys. Here are the electric sockets I made for this project...one with a circuit breaker and one without.
  14. Incredible, Matt!
  15. Great tweaks, Mark!
  16. Happy Birthday, Ken!
  17. Here's the refrigerator for the break room. I thought about adding more detail, but I think this gets the job done adequately...I will be adding a brand logo to the upper door.
  18. Here's the example I made. Hope it helps, Marcos. knee_example.zip
  19. Happy Birthday, Gerald!
  20. Fun test, Paul!
  21. I only spent about fifteen minutes on it, so it's not perfect in any way, but, here's an example of a segmented knee that only uses a thigh, calf and a standard knee fan bone which have some CP Weighting on them. Of course, everything about this leg could be done a lot better, but I think it illustrates that you could probably get what you're after using CP Weighting, Marcos. However, if the fan bones you are presently using are doing what you want, you could go that route as well. Hope that helps. segmented_knee.mov
  22. I don't think it would make it more complicated unless there is something special Marcos wants the separate pieces of geometry to do...which might be the case.
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