sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
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Hash, Inc. - Animation:Master

pixelplucker

Craftsman/Mentor
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Everything posted by pixelplucker

  1. Bug looks pretty cool so far. When I was doing some modeling with transparency on the group it would display kind of funky and patchy when viewed at certain angles making it pretty much useless. Do the textures at the very end, much much easier since you can use final group names for them. I wish AM had a native transparent sub selection when modeling or even just another level of viewing such as transparent shaded with wire overlay. That is one feature I really like in Amapi and Hexagon.
  2. Zevel work on 15g? Seems to crash on my system.
  3. It's the builder and flipper that do save countless hours.
  4. Would TSM2 stop working if AM came out with a 64bit AM? Wondering about the longevity of the rigs and hate to go through lots of work only to find them obsolete just down the road.
  5. cute model, i like how the lower legs become boots, really unique.
  6. Are you using the variable option? I found that the Variable is just that, it creates variable subdivisions. Your best bet is to export out as just a single tessellation and apply a catmul clark or doo sabian smooth from within the target appliaction. I did a test last night by making a rounded end cone (simple lathe object) and where the curve was it subdivided every other patch and created edges that ended to another edge like a hook. These usually smooth and triangulate poorly. What would be cool is if we could create named groups and use those tags to create smooth groups, maybe through a user defined property. I could see that working well for game development.
  7. Thanks Nancy. When I get some time I'll finish up my base characters and rig them up. Maybe people can add to the collection in the contributors cue section.
  8. Good suggestion, we should have some Generic Models of people, much like Poser has. This would take some time but I was working on that myself. Hardest part is the clothing since there are so many variations and needs. I was wondering if the clothing could be bound to a specific model in the Choreography which would add flexibility rather than at the model level?
  9. Looks like it's coming along Good work!
  10. Is the face rig compatible to the tsm2?
  11. I keep voting once a day but don't think it counts. What you need is the 2000 election vote bot that packet interjects a new ip every .3 mil sec.
  12. I had a pic that showed a rear claw, the foot is the same as other 3 toed birds. Climbing birds would have 2 toes in front 2 in back like a parrot, the rest have 3 front and 1 in back which include ducks etc but those have extreme webs. I use the lathe tool to make my nice circular 4 point shapes, simply make a couple of clicks from center then lathe it. You can extrude one end out as you like from there.
  13. The foot I made is actually closer to a penguins foot, they don't have big webbed feet like a duck because they swim subsurface and acutally use their wings as flippers. When I googled up some penguin feet I found just a couple of images that I worked from. You can modify what I made and exagerate the webbing if you like. I was surprised when researched the feet.
  14. looks really good, maybe get the tail to flop around a bit and lag behind the body moves so it doesnt look so rigid
  15. That came out really nice, maybe add a highlight to the legs? That shadow really does flatten the legs out.
  16. Thanks, You can use that foot or modify it as you like. It was basically made of 5 lathe objects (4 toes and nails and the leg) all stitched together. A pig tail is when you extend a spline and leave a trailing cp. This allows you to connect the previous cp's and not have the ends create loops. When you create your splines it doesn't hurt to just click one more time to create your pigtail, it is easy enough to delete them later.
  17. got a breather between jobs and whipped this up, not many pics on the web of penguin feet but maybe you can modify this one to suite your needs. I dwindled the top down to 4 cps so you can blend it easier. If you have more points to connect with you can just delete a couple of hooks and continue those. bird_foot.mdl
  18. Much of the smoothness is when people are using certain materials that mask the artifacts from close splines, SSS and one of the ceramic mats will subdue the edges. Without the use of the materials it takes hours to tweak cp's and bias handles to really smooth things out. Most of my models I use 4 segment lathe when possible but it does make stitching together a bit tougher. Do some sketches of your body parts then you can draw over them where you want the splines, this may help sort it out. Character modeling is tough in any program and especially difficult in Nurbs and Splines where you need to create patches of detail and put them seamlessly together. One big tip, use lots of pigtails. It is easy to connect to pigtails together then delete the middle cp rather than attempting to connect directly and risk a tangled spline. Deleting the extra cp also seems to let the neighboring cp's relax to compensate and this seems to help a bit in smoothing. Unlike polygon verticies, cps' have 6 directions of influence.
  19. you had a hole in the front, some missing splines so i tossed in some virtual bondo and patched it up for ya. I think if your rendering some close up stills then do some bevels. If it's zooming around it should look good as is. 304_a.mdl
  20. The crisp edges do look good on that object. How close are you going to render it and if its zooming around on a terrain you would never see the bevels.
  21. Good eye! I used one of the stock glass mats that came with AM and didn't check the refraction. Here is the revised sample.
  22. Bit of an odd project but doing some layouts for a crystal that is cut internally with a yag laser, basically 3d etching inside glass. Will have to translate the objects out to something they can use, most likely stl but atleast that is the easy part.
  23. That looks really good. Why not use displacement for the grooves? I had some models where displacement really paid off in render time when compared to high patch geometry.
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