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Hash, Inc. - Animation:Master

MasterFunk

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Posts posted by MasterFunk

  1. Hi MasterFunk, here are 6 comments I Think could help :) ...

     

    1.-this hook could produce some Wrinkles when animate I advise to continuous to nasal septum.

     

    2.- to move just a little this control points to avoid this small cleft.

     

    3.-select these control points and press "P" to mark the edge of the lips.

     

    4.-to continuous the splines around the mouth.

     

    5.-just move this point and add other to continuous whit the hook near to the ear.

     

    6.-to move just a little this control point to give volume at the mouth.

     

    I hope to help a little ;) and my language be understandable as well...greetings

    I added all of your suggestions except for the peaking of the lips. It made the mouth look too sharp. Your other suggestions were very helpful in making the face fuller. It looks a lot more natural now. Thanks

    post-11452-1243050867_thumb.jpg

  2. I added a spline around the eyebrows and the cheeks. I also attatched the ears and worked on the neck and head. That spline helps to better shape the forehead as well as allow for better animation. thanks for the tip.

    post-11452-1242499727_thumb.jpg

    post-11452-1242499741_thumb.jpg

  3. I am creating a basic male model for future modification and reference. It is also a possiblility that I will use this for an advertisement for a medical company and they want a basic model that can demonstrate the medical device that they are making. I have started on the face and have it shaped pretty well but it still needs a lot of tweaking. Please let me know how I can improve it. I have included 3 pictures of the face below. Thanks helping out!

    post-11452-1242486328_thumb.jpg

    post-11452-1242486382_thumb.jpg

    post-11452-1242486393_thumb.jpg

  4. The way it looks to me is that the whole scene is too evenly lit, with the lit fg competing with the lit bg. The way you've got the character stepping into the "pool of light" suggests maybe a spot light in the ceiling, with the light on the floor a little harder-edged (NOT hard-edged, but less soft than it is now). Then the focus will be on the character and his movements. The ceiling light doesn't even need to be very bright, just enough to feature the character.

     

    Another impression is that the shadow on the left wall, if it's significant, should have a little more contrast. It looks like the character is heading toward whatever is throwing that shadow, for some kind of showdown or confrontation. If that's the case, the drama could be enhanced with just a few lighting adjustments.

    Thanks for the advice. I tinkered with the lights and came up with this after 10 attempts. This will add a lot to the piece.

    Thanks

    post-11452-1231451142_thumb.jpg

  5. Gerry, I want a sort of warm dimly lit room. I was thinking perhaps torches would be the light sources but I didn't want to deal with sprites cuz they take too long to render. Is there a way I can get better lighting without hotspots? I dont want to us AO because the render is really long.

     

    Thanks

  6. Started playing with displacement maps. All seems well until render time, where the displacement does want to show. I can see the effect of the map in the Model wiondow. I can see the area of the map in the Choreography...but when I render out a screen shot...?

    Are you sure that is rendered, or is it just a screenshot? if it is rendered it should work. It wont show without rendering.

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