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Hash, Inc. - Animation:Master

Kricket

*A:M User*
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Everything posted by Kricket

  1. What exactly is the problem you're having? You should only mess with 2 of the settings. Color settings iirc. Also, have you done a search for Muhair and looked at this thread?
  2. When you render, are you remembering to turn "Plugin Shaders" ON before you render? If not you won't get the muhair results you expect. When it's on the result is night and day.
  3. This link should help ya out. http://dement3d.com/tutorial/toontutorial/...ng/shading.html
  4. Try attaching the arms to the chest area, the shoulders are will look better. Attach the neck too if you can. The top back of the head needs to be rounded out to look more sphere-ish And the arms are a bit muscular, she's got some popeye forearms going on now. Other than that its looking good, the face and mouth look nice.
  5. That's a cool looking Tardis, looks a bit too bright and clean tho. Dirty it up a bit. I agree. I was skeptical at first but by the end of Xmas Invasion I was sold, Tennant's doing a great job and I hope he sticks around for a long time. (Goofy faces and all, heh) Last Saturday's ep was amazingly good. Dont want to post any spoilers tho for those not caught up. ok just one tiny thing (non spoilerish) Dalek - "You are superior in only one respect." Cyberman - "What is that?" Dalek - "You are better at dying!" Had me in stitches. But for Eccleston fans I hear rumors that he may do a remake of The Prisoner! Another great UK series. Be seeing you!
  6. Gir = Awesome. doo dee doo dee dooo! I saw a monkey!
  7. Find out as much about the different "sides" there are in the videogame as you can. (good, evil, whatever) and think about Star Trek. Each faction in Star Trek had their very own style and look. The federation ships were grey, smooth and had blue lights. Klingons were dark green and quite evil looking. Borg ships were very mechanical and looked like primitive shapes. You want your players to be be able to look at a ship in your game and with no thought be able to tell friend from foe. Good luck.
  8. Benders body is thinner. The head ought to be seperate (if it isnt already) so that he can spin it.
  9. Great improvement over pt 1, you put a lot of time and energy into this and it shows. Might want to warn people it's not very kid-friendly.
  10. Try right-clicking the link and doing a save-as. If it still wont play you need to get Quicktime 7.
  11. Nice, one thing... How large is the machine supposed to be? And what is the machine made of? If it's a few inches long and made of lightweight plastic then n/m. But if its several feet long (or larger) and made of metal.. that hydraulic seems really flimsy for something so heavy.
  12. I know, I was just being an idiot this time heh. I've got a tutorial on rendering to passes on my website and yet I still I didnt do it. Yeap, he wants to release a bunch of pages at first and build a bit of a buffer, so it may be a few more weeks til the comic goes up. His current site is at http://www.dartistic1.com/
  13. Nope, I know I should have.. but I wanted her shadow to play across the walls and I didnt feel like setting up a shadow pass. The shots with the robots have a seperate background but those are about it. From now on I need to have 30 seconds of animation finished per week, completely rendered. So render management and time-saving's gonna be mucho important.
  14. There's no toon-shader involved in this, it's all low-diffuse surfaces (for the heroine). The colored shading you're talking about, do you mean the blue section of her torso? It's a gradient material, going from dark blue to light between 18 inches of space or so. Yea the wings are supposed to be cloth. It's weird, I have a FK-IK slider setup for them. I set it to IK and added a dynamic constraint and the movement on it just went wild, even after tweaking. But by that time it was 2 am, I was zonked, so I set the slider to around 50% so that the FK bones would stabilize the motion some. If I were to go back I'd try to get some better movement out of it, but it's a 17-hour render for that 4 seconds so I dont think it'll happen. -Uploaded tweaked version so she isn't so bright at the end.
  15. Thanks MMZ, I agree with you on the lighting, it should have toned down a bit as she left the doorway. I think I can fix that w/o entirely re-rendering. (those shadows are killing me!)
  16. My friend and I are totally lazy and we both know it. So we put together a weekly challenge for ourselves. I have to do so many seconds of animation per week, he has to draw 3 full-size comic pages a week for his webcomic. Due mondays, losers buy lunch. Here's what I've got after week one, I'll update each week. (hopefully) Week One - 3.8 meg Quicktime We decided on this late last week, so I had less than a couple days to complete the first part. edit: w00! 200th post!
  17. Great reel! But you ought to take out the stuff in the beginning, it's no good compared to the 2nd half. Only put the best stuff in your reel, even if it makes it a lot shorter. It's quality, not quantity.
  18. It's looking much better, great job! Try and get that jawline to turn upwards and point towards where the ear should be.
  19. Your proportions are a bit off. Check out this site http://www.sierravista.wuhsd.k12.ca.us/basicart/faces.htm The top of the skull is definitely too shallow. Typically the eyes are the halfway point from the chin to the top of your head, but here they're much higher. Was your side-rotoscope perhaps tilted downwards? A lot are like that. If you modeled the skull that way but left the face pointing straight out as it looks like.. it could have caused these problems. The distance from the nose to the upper lip could be shortened up a bit too. Define your cheekbones some more. Also take a look at some of the headshots on the url above and see how the skin sweeps backwards from the nose. Your model has a very flat face, it needs to be rounded out.
  20. Post some closeups/wireframes of the head so we can get a better look. But it looks to me like the top of the skull is way too short, that or it slopes backwards too quickly. Bringing out the cheekbones might help get rid of the gaunt look. Add some eyeball textures, eyebrows and eyelashes, they'll help a lot. Load some rotoscopes into your modeling window and overlay your model onto them, see how they compare. Especially from the side view.
  21. Nice characters You might want to try changing your toon shader setting so that the darkened area appears to be light blue instead of grey, it'll help brighten up the characters a bit.
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