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Hash, Inc. - Animation:Master

itsjustme

Craftsman/Mentor
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Everything posted by itsjustme

  1. I found a problem in the face rig that I think I've got a fix for...it shows up when manually manipulating the Maxilla and LowerTeeth bones. Here is a version of Squetchy Sam with what I think will correct the problem installed. If anyone has time, knock him around while I see if I can finish the arm update that Mark recommended (none of that work is in this version of Sam). Hopefully, I'll have an update to post in the next couple of weeks. ------------------------------- EDIT ------------------------------- Next updated Sam is in this post.
  2. Now that Stian mentions it, I'm reminded of a similar thing I had happen when using AO...I'll have to take a second look to see if there is a double layer in there. For some reason, I didn't connect the dots until AO was mentioned. Incredible model, as usual, Rodger! ----------------------------------- EDIT ----------------------------------- Nosir, mine wasn't the result of a double-layer or internal patches...it could have been the material I had applied (it had some displacement) or just how close I had things nudged. I'll have to do some experiments late tonight to see if I can narrow it down...it only showed up in AO renders.
  3. Happy Birthday, Chris!
  4. I found a Mac version of pstoedit here. Hope that helps.
  5. Great stuff, Mark!
  6. You can get a Mac version of Ghostscript and GSView here...and it does a lot more than interpret for printers. I have converted images saved in Inkscape to AI using it, so I know it's possible. ----------------------- EDIT ----------------------- Since I hadn't tried it for a few years, I went back and double-checked. It looks like GSView would require pstoedit in order to do the conversion to AI. I didn't see a Mac version of pstoedit here, there were only Windows and Linux as far as I can tell. I'll do some more thinking.
  7. That was great, Gerry!
  8. Looks great so far, Mark!
  9. Great stuff, Robert!
  10. That is coming along nicely, Gene! I like the style.
  11. There is no rig named the "2003 Rig" that I am aware of. If it was from 2003, it could be the 2001 Rig or TSM2, if it is one of the more popular ones.
  12. Great job, Kat!
  13. Cool stuff, Nancy!
  14. pstoedit should be able to do it...which is also a part of Ghostscript. Hope that helps.
  15. Here are two asphalt materials meant to be used together, one drives the color and the other drives the displacement. They were made in v15, so take that into account if they are used in other versions. asphalt_mat_10_13_2010.zip
  16. In order to keep the Free Materials thread organized, I made this thread for comments, critiques and suggestions about the Free Materials thread.
  17. In this thread, I'll post materials from this project that I'm making available to the community. They can be used for whatever purpose you want without restrictions. In order to keep this thread "materials only", comments, critiques and suggestions about these materials can be posted in this thread.
  18. Great stuff, Sebastian!
  19. Great stuff, Tommy!
  20. I think the collection looks great, Chuck! The price sounds reasonable. I think you should give it a shot.
  21. Nice work, Gene!
  22. Fantastic, Stian!
  23. I had to look really hard for anything to mention...and it's trivial (it might just be the way it actually is on the car). The back side of the front tire looks like the rim isn't complete...at least that's what I think is going on with it (front view final render image...right side of image, left side of car), it might be accurate considering I don't know what it actually should look like. Incredible work, Stian!
  24. Looks like a fun character, Matt!
  25. I looked at a few images of the 2006 Chevy Tahoe...like most vehicles, there are clearly defined individual pieces that you could model separately. The doors, fenders, headlights, grill, tail lights, door handles, bumpers, windshield and windows (along with the wheels, of course) could all be modeled separately and then put together (either as a single model or using an Action in a Choreography depending on how detailed you want to go). Just my two cents.
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