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Everything posted by pixelplucker
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This is what edge tools do, just a quick and simple demo edgetool.wmv
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I don't use Zevel, it crashes too much here so I manually create the bevels. Sweet job with textures and details on that ship Dark! That looks awesome!!!
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Sorry it doesn't vibrate but you can make it jiggle if that tickles your fancy. I posted it in the contrib corner. I modeled this in AM just to see if I actually could and also because I wanted to sharpen some of my non boolean techniques. I did find that building with extra splines makes the bias handles more stable and they tend to get tweaky if you have long edges and beveled edges. Maybe in the future someone can make some edge tools that would allow us to extract an edge along a perpendicular edge rather than tessellating a series of edges and stitching them back together. It would speed the process up and be invaluable. Also on my wish list is undo-able and mirrored bias handle manipulations. Booleans are not a big deal to work around if you model your positive and negative shapes then stitch them together. Thanks for the comments. Dark.... post a render of your ship, love to see it.
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Thanks, I modeled the letters for the buttons. I'll do bump maps for the text that is embossed. I did leave out the screw holes on the bottom thinking that your not supposed to take these apart anyways hehe. Couple small kinks to take out and I'll toss it in the contrib cue if anyone wants it. This is definately a tough one to make because of all the button holes, drove me a little crazy sorting out hooks and patches.
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Thought I would give my brain a work out, still needs some small tweaks and textures but coming together.
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I'll try to find out where and how much they go for. I have one here I have to return to the customer. Actually not a bad item though I think it would be pretty useless on a bar stool hehe.
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Had to make this for a job I'm working on, photography of the object didn't give me the flexibility of composing it over other photos and renders so now I atleast have an alpha to use to make the shots go easier textures were done in paintshop pro and the model was done mostly with decals and the frame painted in 3d paint.
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I'll check it out, glad to hear your sticking with it.
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does look good, you could emphasize the bow pull and make him strain drawing it and like Spleen said add some speed to the arrow.
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New commercial made with A:M
pixelplucker replied to John Bigboote's topic in Work In Progress / Sweatbox
Had to download it to my desktop, some reason firefox is pointing to quicktime. Ad looks great! -
Thanks! I was attempting to learn c and had recently installed express here but the tutorials slightly skip steps. If you use the same tutorial to bake a cake it would start you off cracking a couple of eggs then how to cut the cake up and serve it, nothing in the middle.
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Nice looking piano Spleen, just need to add some claw and ball feet and 50,000 patch scroll work for some trim to spaz it up some
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Toss a lag bone for the belly so it can bounce along with a nice heavy walk cycle? Great looking character.
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Nice arm! the animation should be pretty funny, can't wait to see it.
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Rather than change the order of the bone structure that I thought it might screw up the builder, I simply rigged it quickly to just the first spine ignoring the rest. It seemed to work just as I wanted. Now typical of most my oddball models, I have tons of weighting to do but at least the ik works good. Thanks for some feedback.
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I figured if anyone knew it would be you. I tossed in the jaw and tongue bones on this and have them off of spine 1. If the body is rigged to just spine 1 and spine 5 would the tsm make one bone or does it ignore bones that aren't used? If I rig to just spine one, then I could do the head separately like antenae and make a controller bone that isn't generated by the tsm. Basically I want the eyes to act as the head to make it somewhat human like but the body is the mouth and not really part of the head. garth.zip
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If I have a character with 5 tsm2 bones from the rigger, can I just assign all the cp's on the body to the first bone? I don't want the body to flex at all because it also has the mouth as part of it. The neck and head are actually above that but only have eyes on stems.
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Thought I would make a character that I can put in lots of personality. Im thinking of rigging both eyes together as a head, stems of the eyes as a neck and the 2nd back bone might actually be just above the mouth region, should be kind of interesting. Of course lots of exaggerated mouth poses. Not sure on what color and texture I should use yet.. suggestions always welcomed.
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very nice!
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How are you coming along with your rigging Roger? Hollar if your getting stuck.
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Trying to get one project finished
pixelplucker replied to JavierP's topic in Work In Progress / Sweatbox
Excellent work! -
rig testing the grasshopper
pixelplucker replied to TheSpleen's topic in Work In Progress / Sweatbox
Motion blur would be nice on the wings on the fly. Great characters! -
You can make your nebula as a backdrop, I did that ages ago for a video game that fizzled out because the client got deported but enough about the boring off track blabber. I used the photoslop clouds filter on different layers and colorized them with Hue and Saturation and make it into a spheric map that was on a sphere around my scene. If you need to zip around and want to keep them in the distance just attach it to the camera but keep the orientation constant.