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. Amazing model but I have one question.. The pipes on the bottom supposed to have flat hexagognal sides? I used the the sweeper for pipes and seems to work best from top view projection. Also helps if you add an extra segments slightly offset so the inside profile doesn't overlap.
  2. Still working on the materials on this one. Also made the wind up key but when I used the AI importer it did some funky stuff so I'll just remodel that by hand. Not showing the back because the key is fugly
  3. looks cool, bigger sparkles and you can make a bass boat hehe.
  4. I based it on a cheap import, I'll Americanize it and beef up the axel
  5. Will be posting this in the exchange, still fiddling with the ik, I messed a constraint up from client interruptions so I'll go through it tomorrow. Was rigging it so the handle can be attached to a character and it would follow and turn. Comments, suggestions?
  6. Yup there are tons of patches on that model. I have a female body I was working on and it is almost done, your welcomed to swipe and/or modify the model. I stopped rigging when I ran into a snag with the hands, some reason the old 2000 rig mangles the fingers and I haven't had the time to redo it or find another skeleton. Overall the face needs some tweaking, chest needs some refinement and textures still need to be done. You can re name her as Jane Doner full_female.zip
  7. The type of work you do you may want to consider a workstation. I used to build my own but off the shelf parts burn out too quick, ended up getting a Tristar. Nice having full warranties for the next few years. Here is something that is interesting, I do quite a bit of beta testing for another 3d company, my older system was a 3ghz HTe chipset and I used to get strange errors especially on complex arrays and paths on helix's etc. Those bugs don't exist on the Xeon chips. I'm guess it was a math rounding error that caused twisting and contorting.
  8. Try to snag an nvidia quadro 3700, definitely one of the best vid cards I have ever used and I've had cards from Ati, Elsa Glorias etc.
  9. Thanks I just uploaded it to the exchange if anyone wants, I did rig it so blades are constrained, head can turn and crank works and also have the upper cord attached so it flexes as the head can pivot. Feel free to tweak, bend, twist and dent it up.
  10. You will run into that even on uber machines especially if you have smooth view cranked all the way up. Also try defragging the hard drive, really makes a huge difference in AM.
  11. It sorta works. I noticed if you use an image controlled specular it isn't proportional by value of 0,0,0 - 255, 255, 255 and seems pretty subdued compared to basic surface attribute with values from 0-100. Anyways it's not as crisp as I want but looks ok. old_fan_draft.mov
  12. Textures are done but one problem.... the specular map doesn't work! I have the spec map as white except where the rust is and all spec maps are just 24bit png files (no alpha) with the majority of them set at white, blackened areas around rust. For some reason the spec map attributes aren't applied to the model Maybe because I'm using 15d? is this a bug?
  13. Thats just a rough render with stock lights, the original is black enamel and the grid spacing is what you see, nice and safe :0 I have a specular map that goes with this but not on in this render. Rather than use a global specular, I wanted to put in some dull spots especially around the rust areas. Still lots to do. Thanks for the compliments so far.
  14. Still working on the textures, bump maps are next once I'm done fiddling with the color map.
  15. Never knew there was a Tree plugin for AM, thanks.
  16. Very nice. Good job on the trees. Gave me an idea of using sub-d surfaces and converting them into AM splines. With a little time this could work really well for complex trees that need to be animated. Too bad Onyx doesn't make a plant plug for AM. lp_tree.zip
  17. looks to be a speed control on the bottom, hard to tell what the handle looks like because my reference pictures are poop. There are a bunch of vent holes for the motor but I'll cheese those out with transparent maps
  18. Try contacting them for a release. Never hurts to ask.
  19. updated model, now it's texture and animation time
  20. So if you have a model with a flipped face on the bottom will all the powder leak out? J/K What are you using to export out, stl? Wonder how that works from AM since max sub-d is 16, curves might be choppy right?
  21. Still have to toss in some rivets the cord, and texture it.
  22. Sweet! I actually have blueprints to that somewheres, never had the extra time to model it. Great Job!
  23. Don't forget to model the expensive new lures hanging in the trees, make sure they are just out of reach.
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