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Hash, Inc. - Animation:Master

spikerthree

*A:M User*
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Posts posted by spikerthree

  1. I suggest you do the compositing completely in After Effects. Render out your AM scene in chunks. For example, render the background as a single layer, then render that left hand column as another. Sandwich your actors between them and Presto! for volumetrics, you could render your light seperatly and layer that on top of your actors.

     

    Grayson

  2. I'm not exactly in on this project so take this with a grain of salt. Anyway I was thinking that some hanging gardens from some of the edges of the castle would have a pretty cool effect. Some ivy, flowers here and there etc.

     

    Grayson

  3. That is a rad model. I need to start paying that close attention to detail. Also, you mentioned rendering. To get that nice clay looking effect that seems popular, I usually slap down a ground plane, hover my ship just above it and add a couple bulb lights around the model, it will really bring out the shadows and the details.

  4. I came rather late into this project, I'm actually reading the script now, and trying to get up to date. My question is: how will the creation of environments be achieved? Will there be compositing with 2d backgrounds? Are there matte painters, or is it solely within A:M.

     

    Grayson

  5. I hate to jump in on this thread so late, but I couldn't resist. Jin, excellent modelling. For everyone, www.3dtotal.com is a great resource for all things 3D. While they're not aimed particularily at A:M stuff, check out the tutorials section (Free stuff>tutorials). There is an EXTENSIVE car modelling tutorial under the tutorials>Maya section.

     

    Happy modelling

  6. Julian, Yves, aaver,

     

    This looks like it is coming along quite well, it seems promising and I'm hoping you'll share it with the rest of us :)

     

    This site: http://www.ap3d.com/betterspace/

    Has a pretty decent starfied, it was done with Lightwave, but maybe there are somethings that apply (code is way beyond me)

     

    My question is how does it look with motion blur. I have a tough time getting a good look with stars whenever I have the camera moving i.e. spaceship flyby.

     

    I hope all goes well.

  7. Thanks for all the feedback fellas. I will note your concerns on the specularity etc. Is there a way to get specularity that looks like it came from a flourescent light? That kind of long, tube look? Actually the hardest part of the whole thing was getting all the specularity and reflectivity to work with all the dark colors, and as you can see I'm still working on that.

     

    Starwarsguy is right, there is an good amount of gray in the mask itself-more than black, I noticed that looking at reference pictures. Its most prominent in the chin, but I haven't got there yet.

     

    Zaryin pointed out on brightness, I'll keep that in mind. For now, I'm using my laptop at school, which is terrible for color and calibrating <_<

     

    Here's a shaded wireframe.

    post-7-1102888999.jpg

  8. Hi all, just thought I would let people see this little project I'm working on. I made this a little while ago and I'm going to attempt to do the whole body and all. Its not done yet, the bell and tusks are going to use some tweaking. Please post comments.

     

    Grayson

    post-7-1102746054.jpg

  9. Howdy folks,

     

    A quick simple question, with perhaps not much of a simple answer.

     

    Some times when I render out a streaks particle system, using a sphere with the normals pointing out, and object collisions ON, i get long, funky lines diagonally across the screen. My guess is that they are bogus particles that somehow get warped and jumbled incorrectly. Has anyone else experienced this problem? Does anyone know how to solve it? And as soon as i figure out how to post an image I'll put one up.

     

    Thanks,

    Grayson

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