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. Would have been easier but I'm still practicing modeling with splines. Splines are pretty tricky with industrial objects. I have to rethink how I model vs nurbs and polys
  2. This one seems to have a ton of miles racked up on it.
  3. Awesome, definitely need to at least ding up the bumper some.
  4. Bump wasn't extreme enough for this, the letters are really embossed in, approx 1/8". Ran into the same thing with some other models I'm making. Old days I would make my model in Amapi, unrwap it in uv mapper, head to photoslop and do my textures then over to EI where I would sometimes need to toss on dicer for any displacements. Very time consuming compared to just using AM and photoslop. One of my projects consists of 120 model/texture combinations, think I would go mad using my other programs.
  5. Starting to get real busy here. Had to do some layouts of some cast plates with depressed lettering and imprinted ceramic middles for a client to choose from. Love the displacement mapping in AM, so much easier then messing around with high density poly models or micro displacement. So much quicker for the basic texturing than just about any program I have used in the past. Thanks!
  6. Think he is re-doing his site http://www.zandoria.com/ I couldn't find anything but a printout I made from one of his tutorials. You may want to email him since his tuts are super easy to follow. I have been using a traditional color grid as my base image I make copies of for various channels (diffuse, bump, transparency etc.). I then select the patches I wish to decal and in an action window I flatten out regions I need to keep uniform and apply my decals. From that I pop the file over to 3d painter. If you have done any traditional uv mapping in other programs, the decals would be similar to uv islands and can be moved around over your texture space.
  7. Doing some samples of imprints on various mugs for a client, here is one of the base mugs without the imprints. AM is really handy with the decals, this jobs going to be so easy
  8. For some reason simply clicking on the points you may be selecting tangent control points and not necessarily the ones you want. What I mean by that is splines seem to work in either x or y fashion and behave as if there are 2 in the same spot. Dragging to select seems to bypass this oddity.
  9. Texturing is always the toughest part in any 3d program. AM works the same as most of the others where you have different channels for diffuse, bum, specular etc. There is Paint for AM which I really like. I usually set all my decals with a blank grid pattern (uv unwrapping) then launch Paint and go to town. The rendering engine in AM is really nice, comparable to programs that cost much much more. I used to use Max, EI and Carrara and now I pretty much do all my work in AM. Hardest part in AM is the modeler, though very powerfull it isn't a poly modeler where welding points and creating faces is even applicable so you really have to plan out what you want. Back to texturing, snag gimp or paintshop pro for their seamless tile filters. This will help tremendously when making your own textures.
  10. Try this: http://www.howiesfunware.com/install%20-%2...n%20Capture.exe Howies screen capture is nice, been using it for couple years now.
  11. Yup, not sure how sensitive this forum is and didn't want to get booted lol
  12. Finally got a chance to work on the rest of the character, next I have to clean up some of the creases, texture it and add the skeleton.
  13. I have a path and a character that walks on the path and blended a pose at the end. So far all is good. I have a camera that isn't tied to the path and I manually moved the camera to follow the character. When the character reaches the end of the path, if I move the camera after that point in time the character will slide on the end of the path and not stay where he was. Is there a way of keeping the camera move independent from from the character on the path?
  14. Double click the action then save as and save it in a location on your hd, I usually put mine with the project I'm working with. Open the project your working on then import the action and you should be fine.
  15. I have some actions for it already from the tongue zinging out to the burb and working on the jump and walk. I'm not too crazy about my rig, I kind of slapped it together so I may go and fiddle with some of the weights. Seems to work ok but there are a few joints that if moved too much will crease.
  16. Thanks a billion, forgot about that... One click fixes rule
  17. Sometimes when making a 5pt patch there are bad cp's where they render as dark spot that renders bad. Is there something dumb I'm doing? Is there a work around? Still learning here.
  18. Thanks. Been making my actions for the frog when I get time.
  19. Thanks for the encouragement! I have been modeling for years but never with splines until last few months when I purchased AM. Majority of my models are objects and created in Amapi Pro or Hexagon. There is so much you can do in AM you can easliy get lost because the menu and tools are so refined but I love the short learning curve. Below is another shot of the head and also a frog I made and still rigging.
  20. This is my first serious attempt to a full character model in AM, lots to learn but getting there...
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