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Hash, Inc. - Animation:Master

GraphicAnime

*A:M User*
  • Posts

    72
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Previous Fields

  • Interests
    I am interested in Drawing, 3D modeling, CG illustrations, programming, composing music, writing screenplays and character/story development.<br><br>I am a fan of the Greaseman, the Diddy-Bopping Daddy of Radio!! (look for him on www.live365.com or go dcradio700.com, WGOP station). <br><br>I am also very interested in anime. I am interested in the ones that are on the cutting edge of special effects, art, and storylines.
  • A:M version
    old version
  • Hardware Platform
    Windows
  • System Description
    Windows XP Home, HP Pavilion a250n, Intel Pentium 4 w/Hyper-Threading, 2.6Ghz, 512MB DDR SDRAM 120 GB Hard drive & 60 GB external hard drive, Nvidia Geforce 4 MX 440

Profile Information

  • Name
    Rebecca (a.k.a Greasegirl on other forums)
  • Location
    Brooklyn

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  1. Most models made in polygon programs will not be laid out well for use in A:M. Models made of triangular polys will be very poor. Quad-only models might be usable with extensive manual editing and thinning out, but most polygon models were made with poor layout to begin with. MMMMMM.... For creating hair for the 2D render, would I need to create a model for the hair or would the hair particles work well with the 2D render? Is there a good tutorial for AM on how to work with AM hair. I currently work with AM V14
  2. Hello Everyone, I've been working this animation for the Villikon Chronicles (www.villikonchronicles.com). I have posted the progress of the main female character Mysterre. The texturing will come soon. You can visit my web page to see other artwork and other progress.GraphicAnime Site: VillikonChronicles Project Another thing. If anyone knows about a 3rd party program that imports OBJ or 3DS models into Animation Master well, please let me know. I had someone send me a sentinal model that was done in Maya. He gave me the OBJ model. When I imported it into AM the splines of the model became very jagged and pointy.
  3. Thank you so much Xtaz, My head is looking a little better now. Here are some samples. I'm going to use toon shading for this project. I don't think I need to worry about the surface flaws with the toon render. Does A:M v14 have the ability to mirror the model before you can use the flip/copy/attach( the same way Max uses the Symmetry modifier that allows you to mirror the changes.)
  4. Thanks, It seems to be working. Would applying any kind of material onto the surface decrease the look of the ripple effect anyway?
  5. Hi All, I'm currently working on this female head. After working with polygon modeling in 3DS MAX, it's a little difficult getting back to the spline modeling. I see that I'm getting unwanted creasing and indents on the face, especially around the cheek and near the eye. I've tried to fix the CP's as best I can. I didn't want to use too many CP's making the model more complex than it needs to be. Any suggestions.
  6. Does anyone know how to create good looking hair through bitmap texturing. I was reading an article about Final Fantasy 7 Advent Children in the 3D World Issue 69 (The art of anime). The hair of Cloud was done very well. I know that Square Enix used hair particle systems in the movie, but there has to be a way of modeling the hair and making it look good. Demon Kogure's hair is suppose to be sticking up, but I want to make it look fluid. I've tried the hair particles, but it was too difficult for me to control, PLUS I don't want to wait a long time for it to render. I welcome any suggestions that you currently have. Thank You in advance, Rebecca
  7. Here are the wireframe for the head and body [attachmentid=9812][attachmentid=9813] Cheers, Rebecca
  8. Thank You very much. Here's the Wireframe closeups of the head. [attachmentid=9801] The profile sketch you see in the first post is based on the compilation of pictures of Demon Kogure from the CD Album covers and DVD concert. I couldn't find one picture of him without his makeup off, so I used my own judgement to capture his facial features as close as possible.
  9. Hi Fellow A:M users, I have another model I'm working on, which is based on a real life guy. A few months ago, I found out about this Kiss-Like Japanese Metal/Rock band called Seikima-II (Disbanded 1999). I really liked the band and descided to do a 3D model on lead singer Demon Kogure. here are some images. I have to work on the hair later. His hair is suppose to be spikey. I was thinking of using hair particles, but found it too difficult to control. I'm going to try to texture the hair instead. The armor still needs work. [attachmentid=9736] [attachmentid=9738] [attachmentid=9739] Cheers, Rebecca
  10. Chairoscuro- From the looks of the photos, I believe it's a Blondish Brown color. The coloring on the model is not final. Greaseman is still on the Radio at DCradio 700. His show is on the radio and online. You can go to www.live365.com and find his online radio station. Maleman- I'll post some wireframes soon. As for the eyes, I used decaling. I colorized the Iris in photoshop and decaled it on the sphere. Here's a picture of the body, which is in the works. I tried to make him "big" and "bulky", which he always emphasizes about himself. Since I'll probably do this myself, I may want to use a simple storyline from his various sketches, or I'll probably have him say his famous catch phrases. [attachmentid=9734] cheers, Rebecca
  11. I plan to make Greaseman into an Anime character. I didn't want to deal with a lot of texture mapping, so I'm planning to use the Cartoon Renderer. Most of my character designs look very anime anyway. I'm currently working on another 3D model based on real life. He's from a J-Rock/Metal band.
  12. I started with a drawing. I analyzed actual photographs of Greaseman and drew the front and side profile. trajcedrv- I purposely made it big. I wanted a cartoony and goofy look to the character. When you listen to him on the radio, he sounds kind of cartoony.
  13. Hi Guys, I would like to share something that I have currently in the works. The head is complete, but I am still working on the body. The Greaseman is based on a real Disc- Jocky from DCRadio700. http://www.greaseman.org I've been listening to him for years and he's really funny. I hope to create some animated shorts based on his radio sketches. [attachmentid=9731][attachmentid=9732] -Edit--- This is the Front and Side Profiles that I drew. I based it on some photographs that were available on the Greaseman site. [attachmentid=9730] Cheers, Rebecca
  14. The shadows look like they're nicely blended with the live background. I can't tell much from this still you provided. It's a bit small..... If this is from an animation, I would like to see a better shot that really shows your model with the live background. Tip: If you are unable to provide a link to your animation, you can take a couple of images from the animation, and put them together like a collage; or anyway you want in order to show off your stuff. ---Just thought you would find this useful. I've been creating ways to present my stuff for years
  15. Thanks For the replies. I am doing this for a school project. It is an independent studies project for Multimedia Computer Science. I was in a rush to model the character and buildings, so I can get into animating right away. There are still some things I am not sure how to do in A:M. I'm still learning about this product. I first bought A:M 2003 in February, 2003. I am still trying to figure out how to use the different constraint. When modeling a character's body, is there a [b]specific number[/b] of splines that are needed for animating? Thank You, :P
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