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Everything posted by pixelplucker
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I think I have the ear right.
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Here is the new head, I refined it more than the last and put the splines in tangent where an actual skeleton would so when rigged it should move better. newhead.zip
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Update on the head parts: Zip has the eye, lips, nose and ear as well as a base head I am currently working on. If anyone wants to jump in and have suggestions or comments please let me know or post a refined model back here. The parts seem to stitch together pretty well but I'm always up for an easier way headparts.zip
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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.
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Revised ear, now I just need to start putting the face together. If anyone wants the body parts to start making charcaters, let me know and I'll post them.
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Thanks Rob, I'll just keep the models individual then.
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Ya, your probably right. I still have to stitch them all together. Another thought... I wonder if the TSM2 if the skeleton is built the same for each of the character bases (woman, child, Man) if the actions can be used amongst them or if the actions have to be redone?
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The more helping the better. I'm reworking much of the base model as well as parts. I think I can make a gender independant model so we can rig once and somewhat easily use universal actions. This should be pretty easy to customize so long as people use the base geometry + clothes and accessories. I'm working on the ear and lips next.
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I'm redoing the head so there are far fewer patches to make it easier to make new faces from this without re-rigging. This is the old head.
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Zevel work on 15g? Seems to crash on my system.
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I started back working on one of my people models and wondered if others want to contribute to this pretty massive project. I think many of the users here can benefit having access to good human models with all kinds of accessories, clothing etc. (something along the lines like poser has but better). So far I redid this character and plan on using the tsm2 unless someone has a better idea. If I can keep the base figures cp count down low and bare minimum, I think users can modify the character somewhat easily to make new characters. Tips, suggestions, comments etc would be really really helpful.
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It's the builder and flipper that do save countless hours.
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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.
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cute model, i like how the lower legs become boots, really unique.
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Testing BVH and character for project
pixelplucker replied to jason1025's topic in Work In Progress / Sweatbox
Awesome! What rig did you use? -
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.
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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.
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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?
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Looks like it's coming along Good work!
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Is the face rig compatible to the tsm2?
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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.
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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.
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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.