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Everything posted by pixelplucker
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Excellent!
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Amazing work!
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If my cpu gets any warmer the cheese will melt nicely.
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Update on the burger, fries to come (so hang in there Spleen). Think Gerry is right I'll have to use some displacement mapping for the burger, bun and tomato, they look too flat. I have a little smearing on the edges of the bun for some reason. Food is definitely really tough to do.
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I'm still working on the bump mapping to make the creasing better, far from finished. This is actually for some work I do but just found out the company filed for bankruptcy... Guess I could change their slogan to "Worlds Greatest Hamburgers Now 11 Cents on the Dollar!" I'll post the final when it's done. (still picking crumbs out of my scanner so those are all decals, and touched up in 3d paint.)
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Still lots of fiddling for textures to do on this, here is the first test render. In particular I need to fix the darkness on the buns and redo the bump map on all as well as redo the lettuce texture. The tomato slice also needs a bump map.
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That is an outstanding job Rodney in reducing the splines... Now I know who to bug to convert my sub d models
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almost 2D model with a rig & a twist
pixelplucker replied to dblhelix's topic in A:M Tutorials & Demos
Nice tutorial for AE. You can do some of the compositing within AM using rotoscopes. -
hehe that is pretty cool. Perfect job as always!
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almost 2D model with a rig & a twist
pixelplucker replied to dblhelix's topic in A:M Tutorials & Demos
It sounds like you may need to render out and do some post composting for the various effects. As far as the model goes you could model it flat and use cookie cutter and or opacity maps along with a descent bump and texture. There are 2d applications like Toonboom and Anime but I think AM has the benefits of being able to re-use actions and poses. You can rotate the whole model and the balance rig stays with the model to you can make it walk upside down. The bones can be constrained from one model to another over time and values can be on/off or percentage and keeping that in mind you would have 2 separate rigs but use one as your main and have the other follow or mimic. I would highly suggest story boarding the whole thing out even if it is crude to make things easier. I'm self employed and tend to get buried with rush jobs so to schedule out monster projects gets pretty tricky. -
almost 2D model with a rig & a twist
pixelplucker replied to dblhelix's topic in A:M Tutorials & Demos
Do you have a sketch on the character or rough model people can see? There is a good chance you can rig it yourself since rigging in AM isn't as scary as many think. For characters that don't typically fit the biped form you can use TSM2 rigging system found here http://www.anzovin.com/products.html This should allow you to rig complex character types. If your rigging a typical biped then the 2008 rig may be better for you and allow you to use actions on other characters that use the same rig. This is a greatly improved rig that is similar to the 2001 rig which is pretty much outdated for most the folks. Rigging in AM is fairly straight forward and there are tons of support in the rigging section of the forums. As far as 2d characters you can usually use the same 3d models and simply render them as toons. The toon render mode is really nice in AM and produces very smooth curves on the outlines especially compared to poly based models. I may be able to help with the model but can't commit to time because work always interferes with the fun stuff. -
Lookin pretty good, i would accelerate the camera coming in and then ease it so it doesn't abruptly stop.
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You could simply map the stars on a sphere with the normals inward and rotate it. Make sure the rest of the scene is inside the sphere and shadows are off on it etc.
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That is pretty dang slick, does it render faster than pure geometry based treads? Many years ago I had to do an animation that had a conveyor belt, I used deformations to conform the objects to a belt shape which caused some distortion on the height. Back then displacement mapping wasn't all that great in EI and required high Dicer values to smooth things out.
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Cool looking ship, I love the engines. Is there really a need for bevels? usually space scenes have one main light and sharp shadows, not sure how beneficial a bevel would be on edges unless the edges are substantially large.
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Nice render Stain and thanks for the compliments
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Happy B-Day!
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Think it was the dark evil queen in this case.
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Thanks, I just realized that the king and queen are transposed... Shows you how long its been since I played chess lol
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oops shes sitting on a knight, can just delete the extra model
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The Boys are Back in Town
pixelplucker replied to LeeAnderson's topic in Work In Progress / Sweatbox
Fantastic textures.... that the new leatherette/spandex? -
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Looks like Depth of Field ignores furballs and maybe because furballs don't have any polygons to determine their exact location which may also explain why I keep finding them all over my house.
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Cutplane works but the edge tools works on selected edges so you don't add across the entire model as well as create edges starting from selected edge and work outward.