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Everything posted by pixelplucker
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Settings are pretty simple, thanks for posting.
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Can you post your render settings? I used to use 2-4% noise on my renders back in my old EI days. Your images do look better
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Looks Great. Nice film grain to the image, was that done in the render?
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My first and last roll of Kodachrome
pixelplucker replied to photoman's topic in Work In Progress / Sweatbox
I forgot what film boxes looked like.... Used to run a big stat camera here in the mid to late 80's. Fond memories when the help dumped the waste fixer in with the waste developer in the recovery drums. Ahh such good times :0 -
Thanks, I modeled the iris so they can be animated but of course i've always been too lazy to Actually animate them my self.
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Thanks, I had eye lashes at one time but think I deleted them for some stupid reason I can't remember..
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Here is some eyes on a fly I hadn't had time to finish. Your welcome to do some surgery and transplant them. There is a bitmap in there you can change the color in photoslop with hue and saturation. fly.zip
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They beefed up the fins, probably because the resin might be too weak at the original thickness. The missile is 6" long.
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Here is a wax casting from the mold they made from the AM model. If anyone uses the AM rulers for measurements they need to keep it on CM because all other ruler changes don't reflect the exported model size. I found this out when the factory needed to scale the model down. Of course they changed the imprint area which would have saved me a bunch of time modeling after the fact but at least it all worked.
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You may want to check your textures first, there might be the chance a texture is corrupt causing the crash and not the model. When we open it we have to ignore the missing textures since you didn't include them. Try consolidating it and post a zip and we can see if that is the issue.
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Lighting is pretty good, I would take the shine off the blackboard, reduce the specular way down. Good Job!
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Nice lookin fly.
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The STL file I made looks pretty good. I believe they are 3d printing the stl then making a model from that. I'll try to get pictures of the final and post them.
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For a job, needs couple small tweaks but will eventually become an STL file for a resin cast model. The weird blob on the bottom is from a previous model they had and wanted to keep.
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There are a couple of books that should really help with your motion and timing etc. Character Animation Crash Course by Eric Goldberg Cartoon Animation by Preston Blair I'm still learning here too and think that character animation is the most difficult compared to mechanical animation and particles etc. because you have to convey a feeling and create anticipation through movements and gestures. One think I have done, not sure if it's correct, is I would key first and last, move my time to the middle of the keys and create a new key then shorten move that towards the first or last to make some quick acceleration or deceleration. Alternatively you can do that with the function curves but since I can get really lazy and hate clicking through menus I tend to go the easier way. If I can get some bloody time I have some projects I want to animate but I always seem to get buried with work. I really love the style and soundtracks you 2 have put out. Definitely some of the most entertaining animations around.
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Great job, you guys just get better and better. One critique... got to add some snap to the animations so the moves aren't so linear and robotic looking. Lead with the eyes and maybe toss a key between the moves and nudge it over for some acceleration. You can also play with the curves to do the same thing. Very entertaining
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Very well done, maybe put some rubble or scatter some rocks on the ground to break it up some?
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Very cool, you ever check out Trainz from Auran? It is a train simulator and loaded with user content.. probably could make content in AM and export it out to it via 3ds then bring that through Gmax. www.auran.com
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Mirror bone skipped cp weights on the left arm?
pixelplucker replied to pixelplucker's topic in 2008 - Rig
You were right Robcat, thanks a ton, knew it was something simple. figured out an easy way to get things to be symetrical groups are slightly off. I made my selection on the correct side, dragged a guide line to the center of that group then double clicked on it to bring up it's location and deleted the (-) in front of the x axis coordinate. This placed it exactly the same distance in the positive x and gave me something to align the other group to. -
Mirror bone skipped cp weights on the left arm?
pixelplucker replied to pixelplucker's topic in 2008 - Rig
I'll check that, maybe the arm is out of place a hair and I didn't notice it. Thanks -
Real quick question, what would cause the mirror bones to entirely skip the left arm cp weighting? Bones mirrored but the weights didn't Most likely something stupid I did as usual. Thanks in advance
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how do i animate this vedio
pixelplucker replied to petokosun's topic in Work In Progress / Sweatbox
Yup definitely looks like mocap. -
Do you really need AO? One thing I do is when ever possible I hand create the lettering rather than try to clean up imported ai files or use the font wizzard. I find that because many of the vectors have double points in most of the ttf fonts that they create more problems and bad faces. This is a problem with many other programs and not AM specific. This is a rough render on my logo (far from finished) and the render time on this was only 1:31 You may want to defrag your hard drive and turn off any background programs, widgets and utilities that are not needed and this should help a ton.
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Nice render... personally I would turn that into a salmon farm and toss a couple smoke houses in the back.
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Very very cool! Hows the inside look?