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Everything posted by pixelplucker
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excellent! Are you going to model the brake disks with the holes or use a cookie cutter? I tried the ai importer on items like that and it doesn't always work well.
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Fly for an animation i want to do
pixelplucker replied to pixelplucker's topic in Work In Progress / Sweatbox
Might redo all the wood textures with a shader, not that happy with them and I may do this in HD. Fly is rigged and working pretty good, got most my actions and poses done and the fan is all animated with an action as well. -
Fly for an animation i want to do
pixelplucker replied to pixelplucker's topic in Work In Progress / Sweatbox
Thanks, it's getting better, thinned and reduced the size of the legs and arms, still have to fart around with the rigging and need to redo a few textures but coming along nicely. Thought you guys might get a kick out of the books in the background -
Lookin great, the spray from the fins should be less streaked as if the water drops are kind of suspended
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jumping on a box and jumping off again
pixelplucker replied to robcat2075's topic in Work In Progress / Sweatbox
I don't use flash but Anime does make a nice swf file. I did a few animations using it. -
jumping on a box and jumping off again
pixelplucker replied to robcat2075's topic in Work In Progress / Sweatbox
That is really well done. There is a 2d animation package I used in the past called Moho, now it's called Anime. The drawing tools are kinda funky but actually work much like the splines here or you can import illustrator files. You can also animate bitmaps. It has rigging much like this also. Fun little program but I think they cranked up the cost on it. -
Fly for an animation i want to do
pixelplucker replied to pixelplucker's topic in Work In Progress / Sweatbox
Yup, your right the legs are kinda heavy for his body size. I'll thin them down. -
Fly for an animation i want to do
pixelplucker replied to pixelplucker's topic in Work In Progress / Sweatbox
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blobbies won't cut it?
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I've had model files always export out as single meshes even as obj files. AM probably reads them in as separate surfaces, I had few DXF files I exported out from AM and needed to weld them back together in Hexagon using a .0001" value because each patch was a single group.
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Does look good, do the splashes look better when rendered out higher res? Drops are kind of big but maybe these are tiny whales
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Looks really nice. They still have ice up there?
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Fly for an animation i want to do
pixelplucker replied to pixelplucker's topic in Work In Progress / Sweatbox
Thanks, hes actually blue/green done as a gradient material so he looks iridescent. I have the eyes set so I can make the pupils change size. -
Working on the objects for an animation I want to do for fun, here is the main character so far. Still need to make em better looking without getting too realistic. Comments always helpful.
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When you export the files out they are still just sub-d poly models right? How smooth does that translate? Usually people use solids or nurbs for that stuff. I have Amapi Pro that can convert poly models into nurb brep surfaces, in some cases it works really well but does depend on the object. Booleaned shapes tend to get messy on conversion but continuous surfaces work nice. I can export out open nurbs, stl and iges from that.
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I tossed in a funny for ya, great work!
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Hair thickness making the shadows seem heavier? Dynamics look pretty nice.
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LOL sweet, bet that would be handy for the blind since Georges nose is distinctly larger than Bens.
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How many calories did you burn making that? Look Great!
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Nice work.
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Very nice work. I had some artifacts showing, sometimes long edges will do that but if softening pass is on they usually disapear. Also when making groups the faces seem to flip, kind of wish there was a unify normals command somewheres.
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A little tricky to model, still have a few subtle wrinkles to take out. Had to manually flip a mirror and stitch it because the flip copy attach got stupid on me and would make a birds nest. If I get a chance to clean it up a bit more it will be in the exchange.
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Did you try to isolate the rivets from the background with an alpha? You will have to make them lighter than 50% gray because for some reason they will have a slight edge sunk down. I had a project that I ended up using an alpha for my displacement for some plates which worked out really well but the image was black and wanted the effect of sunken letters.
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I think there is a bug with displacements, For some reason the 1st stamp shows stronger than the rest. See the mdl attached. Simple small half round patch with a small decal that contains an alpha. Im still using 15d so not sure if this was fixed in the lastest version. rivet.zip
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Try bump mapping? little things like that might work better as a bump. I was making some mug models that had complex raised scroll work and someone here suggested bump map instead of displace and it does work better in many cases. I don't think you can use the bake option with displacements either so keep that in mind. Someday I'll be cool and have 15f for my cd release... someday.....