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genius loci

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Posts posted by genius loci

  1. Ha, that's great. Reminds me of an old one of mine I made a looong time ago. ;)

     

    Zaryin I just LOVE the bellybutton. Why didn't I ever think of that for mine. Do you mind if I remodel a bit? I wonder what kind of bellybutton I should have though...

     

    Anyhow - I also was inspired by your demons knees to add resolution and wrinkle his knees up but they haven't picked out too well in my final render. (No materials added yet)

    [attachmentid=12081]

    post-1259-1134061119_thumb.jpg

  2. Simple patch-colour test. I've tweaked his tail longer and redone the legs and feet. His face has had some further remodelling around the mouth. This is my proposed last remodelling tweak before I start texturing and surfacing.

     

    Question - is there a surface that I could create that is dependant on the proximity of the camera? I'd like him to be sort of "Hellboy" rubbery but for the scaling, bumps and texture to only really be discernable as his bits get close to the camera.

     

    Oh yes, image.. nearly forgot! [attachmentid=11995]

    post-1259-1133798397_thumb.jpg

  3. That's a really nice piece of film - my big crit however is that the hercules seems to lift off without the tilt backwards you often see in airplanes. All the wheels lift off at the same time?

  4.  

    BTW: the car was designed to be a cross between a 1963 Corvette, and a most rare car... the 1938 Corsair. Very different styles, but they came togher quite nicely. Let me know what ya think.

     

    I always LOVED the corsair, thanks for pulling out that pic. As for your design it's looking really good. However (there's always one isn't there) I think the shortened bonnet loses the grace that bothe the Corvette and the Corsair had. It looks too "stumpy" at present (IMHO) but I'd love to see updates on ANYTHING based on a Corsair (drooool)

  5. [attachmentid=11543]

     

    Omigosh I can attach images again. Tweaked his ears on both sides now, redone his feet and legs (had to work on his butt as a consequence but not got round to the tail yet. (Still unsure of that - but maybe better let others decide)

    post-1259-1132765086_thumb.jpg

  6. Little tweaks to the wrist and abs.

     

    Jim

     

    Hey beautiful model!.

     

    <crawl out of hole>

    I'm not sure what the position is on feedback but the armholes on his waistcoat / jacket look a bit tight. Maybe loosen the fit a bit? I could imagine a real figure would end up chafing on the fabric otherwise. Apologies if I'm doing the wrong thing here.

    </crawl back into hole>

  7.  

    If ya want, I have some decent bat wings you can modify to start off with.

     

    arkaos, those are really nice wings! thanks for the offer

     

     

     

    Bat wings aren't so tough.

     

    Wasn't fear of modelling them - it was the stylistic choice. I never saw him with wings. HOWEVER I do like the idea of stubby little ones that wouldn't help him fly.

     

    Anyhow, here's the latest on the ears. Haven't had much time to spare this weekend though so I'll do some more tonight. Again, feedback would be much appreciated.[attachmentid=11493]

    post-1259-1132686987_thumb.jpg

  8.  

    I recommend lengthening the tail, part of the appeal of this character, particularly in animation, would be the secondary motion and character attititude that could be expressed with a longer tail.

     

    I'd model the ears so they came to points at the top, perhaps even curl the tips a bit. It would give the demon a more impish quality.

     

    Oh, and maybe some rudimentary bat wings.

     

    Thanks Steve, I'm reworking the ears as you suggest right now. If I was more of an animator I'd have lengthened his tail - I'll give that a go and see what you think.

     

    Bat wings...? you're killing me!

  9. Thanks a lot for the comments! If I do anything with it it'll be posed images and nothing else. I'm not the animator I hoped I'd be once.

     

    Would love to do a comic or picture storybook though - but that depends on time.

     

    However - here's what the previous head looked like before I decided it wasn't demonic enough.

     

    [attachmentid=11300]

     

    Apologies again if it doesn't upload.

    post-1259-1132248056_thumb.jpg

  10. Hi agep, very good! He's actually got an old mesh as his starting point - a little baby-ape model (I haven't got an image to upload today) and I kept the "popeye" forearms and remade the feet as the originals were even more apelike.

     

    trajcedrv, I will revisit the legs and feet and see what comes up. the original model was for experimenting with v8.5 and v11 fur whereas this little guy is meant to be textured rather than furry.

     

    Thanks for the feedback, much appreciated.

  11. Hope the attachement uploads....... please forgive me if it doesn't as this is my first attempt on this forum.

     

    [attachmentid=11245]

     

    I am using Roger Reynolds surface settings to check the surface for problems. This was modelled in 8.5 and then have started tweaking with the 2004 version of v11.

     

    Once again, I am really sorry if I wasted your time and the attachement didn't load. Opinions and feedback would be appreciated.

    post-1259-1132136767_thumb.jpg

  12. Alternately, I might suggest setting the surface properties to the following:

     

    diffuse colour = 128, 128, 128

    specular colour = 255, 255, 255

    specular size = 60%

    specular intensity = 60%

     

    and use the changing shape of the specular highlights (which you can view in real time as you move the surface) to find unwanted creases.

     

    Great tip! I'm looking now at the horrors that before where unseen on my model.

  13. Some things should NOT be remade. The Magic Roundabout is still a cult programme and carries a lot of innuendo (especially Dylan who was so laid back it must have been with the aid of *ahem* substances...) You can still catch the original on channel 4 at 3 in the morning after you roll back in from a night out.

     

    It's like Pixar tweaking the girl characters chests in "Knick Knack.." it just shouldn't have been done..

  14. hi Randy!

    I didn't see what you meant until I created a basic sphere to test my squirrel-fur on but suddenly there where the gray ghosted guides. Are they editable or do you change these settings through the dynamic options box?

     

    Just found what I was looking for - let me clarify - I had set the dynamic options and a pre-roll of 15 and the hairs curled upwards. I just changed the angle limit (tried all the others) and the final setting position is now curled nicely downward as long hair / fur should hopefully be...

  15. hello! I've tried the stiffness setting too but am wondering.. stiffness shouldn't work if you are also setting guide hairs or should it?? I haven't been able to create a stiffness setting that actually changed the hair system I'd applied yet.

  16. oooooooooo! I can reply to someone on the mailing list! cool!

     

    OK, sorry about that - if you expand the "porcelain shortcut" in the PWS you should see an attribute shortcut. expand that too and you will see a surface attribute. expand again and at the bottom of a very long list will be a "normal weight" setting.

     

    Here you can change your smoothing weighting of the grouped cps you chose. This is the nearest you'll get to smoothing groups. Pretty powerful feature!

  17. I thought about this as I'm currently furring up another creature (squirrel) and even at say 1200 furred patches this means 4800 possible control handles in grooming mode...

     

    then the answer hit me from one of Randy's previous replies to me - you can still use pre "Hair System" fur (I tried it myself by opening and modifying the babyape model I showed in WIP here) so why not use the old style hair for general fur (and have decal driven properties so you could affect large areas simply and quickly) but where you want more esoteric effects, use the new hair.?

     

    I'll try that later today for myself as I'd lost track of which control handle I'd last used. I'm also still not sure I can reset a control handle in version 11 if I make a mistake and want to correct it the next day. With decal driven hair properties - I can simply change the decal in some way!

  18. if not the poly-tools then how about simply allowing you to animate or rig an imported poly file? At the moment polygon meshes can be used as props but maybe one small step forward and it "could" satisfy the desire to integrate better with other apps. Sub-division modellers are plenty out there and wings (free) is amongst the best. There's only one AM and only AM has the most powerful and easy to use / modify animation rigging available.

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