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Everything posted by Wildsided
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AM Compatable Wrinkled Cloth Map Tutorial?
Wildsided replied to UNGLAUBLICHUSA's topic in A:M Tutorials & Demos
I don't want to speak out of turn coz it looks like everyone else here is way higher on the experience level than I am. But I was just wondering whether you could just do a google search for a wrinkled fabric texture. Open in photoshop, de-saturate it to make it black and white and then set the contrast to accentuate the wrinkles to the depth you want. Then hide everything in the model you don't want wrinkly and make a bump decal. I made my Gwen model some quick wrinkly stockings as an example. If I'm totally missing the point then feel free to ignore me. -
cv wheatley_test_cycle.mov
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Finished rigging Wheatley so i put together a quick test cycle to show a few of his moves. For some reason I didn't bother animating his handle bars but they're rigged too. wheatley_test_cycle.mov Just gotta record some dialogue and the where the heck is E.G video can get animated.
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Thanks Chris. Just checkin' in, I'm off work for a whole week (daughter is on March Break) so I'm really hoping to have something animated coming soon. Seems like all i do is post pictures these days.
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Finished Texturing Wheatley. He's been floating around in space for a while now so i figured he'd be a bit dinged up. I've also postulated that as he was blasted from the moon he might still be fairly close to it. (Which he'd need to be for another idea I've been playing with). Anyway I put a backdrop behind him and now i have a new desktop backdrop. His eye lids are the only thing I've rigged so far, but I intend to rig and animate his inner workings/outer casing etc.
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Ya know that's one of the nicest things anyone has ever said about anything I've done. Thanks man I really appreciate that and thanks to everyone here that has supported what I do.
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Quick (incomplete) stand-up animation test
Wildsided replied to mouseman's topic in Work In Progress / Sweatbox
It's still a great start dude, very naturally flowing, him getting up doesn't feel forced for the sake of it -
Thanks Nancy
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Okay so apparently Ace didn't light up anybodies world......So I decided to make me a Wheatley. For anyone unfamiliar with the Portal series, Wheatley is a personality core.....Or rather an intelligence dampening core....but anyway he's your partner for the first third of the game and then becomes the games' main villain before finally being shot out into space at the end of the game. He's also hilarious and so I chose him to host the "Where the hell has Epic Gamin' gone" information video I'll be making shortly. He's not textured yet but I was pretty darned pleased with how he turned out and thought that as he's a significantly more complex model than Ace, I thought I'd post him. Dan
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Looking at it I'd say the diner is supposed to be laid out like this. I'd say although it doesn't look it, the counter follows the curve of the building and the back counter is supposed to be parallel with the front. The artist probably wasn't the best at perspective drawing. The building wouldn't/shouldn't be triangular because it'd be a waste of a corner lot to have one triangular building. Anyway that's my 2 cents take it or leave it. Not like i'm an architect or anything lol.
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Hey guys, for anyone who may have been worried I am still alive and kicking. As I mentioned I've been doing some work at the medical center my sister in law is the boss of (It's not what ya know, it's who ya know lol). Been making some fundage but it's not exactly conducive to getting much 'work' done. Anyway some of you may have noticed during the intro to the Christmas episode that E.G was presented by Ace.co Entertainment. This is the name of my little animation company. I created it in 1997 and it's been kicking around in one shape or form ever since. One thing that has been constant about Ace.co is our mascot Ace. He's evolved over the years but he's always been there on our logo. So as Ace.co Entertainment will be featuring heavily in my stuff I decided to make Ace in 3d for the first time (Well second time but the first was made using Corel Dream 3d 7 and doesn't really count) So here he is.
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Okay here's Gwen in her current state. I've tweaked and thinned out the hair (Now tapers to 0.01 at the ends), made her bangs flick up at the bottom, added her lip bump map back in (Lost it on the trip over to the new computer) and given her eyes a much more realistic texture. (It's kinda weird coz now when I'm working on her it feels like she's looking at me rather than just staring forward). Not totally happy with her brows but I'd say they're a marked improvement over her 'grouchio's'. once I have a nice skin texture made i think she'll turn a few heads.
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And the Dan Skelton is a dumbass award for excellence in dumbassery goes to.....................Dan Skelton. Spent the last few days trying to figure out why I could see Gwen's scalp in my chor window, when it's clearly covered in the model window. While I was eating lunch this afternoon it dawned on me that I hadn't attached her "Skull cap" where the hair is emitted from. To her head bone and it hadn't turned with the rest of the head. DURRRRRRR!!!!!
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Thanks for the suggestions guys. I thought about transparency half way to work this morning and tried it when I got to my mother in laws (Had laptop didn't have internet) Nancy is totally right on the increase in render time. I'll try adjusting the jitter and density and report back. Lol if I ever get around to making credits for the show (Seemed a bit pointless as aside from Gwen's voice it woulda just said me for everything) I'll have to put you guys in as 'trusted advisers.'
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I gotta agree with both of you on the eyebrows. I'd used a decal for her brows before but hadn't transferred the image to this computer so just did the brows in hair to stop her looking like she had Alopecia. Believe it or not Robert I'd done quite a bit of shaping and faffing with density etc on those brows lol. I think it's because the patches where her brows are, are too wide. As for tapering the hair Rodney, it currently tapers from 0.3cm to 0.1 cm, Probs barely noticeable, I'll have a whirl at lowering that further when i get back from work later (Damn you money work and you cutting into my make money eventually work) Edit: Turns out 0.1 is as low as I can go. So the thinnest taper I could do is 0.2 - 0.1
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Ladies and Gentlemen, boys and girls I give you Gwen with Sexy particle hair. I'm not entirely happy with it yet, so I'll no doubt be tinkering with it right up until the new ep is ready but for now I can live with it. Looks better than her old hair anyway. The next step in my plan is to make a realistic skin and Eye texture for her.
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Well you've seen Gwen's hair before, just like that only with particle hair instead of helmet hair. When I brush the starter 'afro' down it sometimes ends up looking flat at the scalp. So I was just saying it'd be nice to be able to use the brush to manipulate all the CP's on the guide hair instead of just the end one. Like using the arrow tool to manipulate a single hair only on mass. There's probs a perfectly good reason from a programming perspective why that can't be done
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Yeah I know, it's just a pain to adjust each guide individually. When say all I want to do is add a little volume to the hair nearest the scalp. It'd be nice If I could run the brush over the Top CP in the line and it lift up that section. Not a big deal mind, was just something I was thinking about while I've been working on Gwen's new hair.
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does it bother anyone else that the hair 'brush' only affects the CP at the end of the guide hair?
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Not to worry guys I have a feeling the Chor is messed up anyway, It hangs my new system whenever I load it so I'll just scrap it. Not like I couldn't make that light set up again.
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Yeah I've got a chor saved separately as lightroom.chor, but say I use it in Episode 1.prj, When I import it into Episode 2.prj it has all the models from episode 1 in it still (Even though I saved the chor when it was empty) So I just wondered if there was some way of making it not do that and just be empty with the lights.
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I saw it a discussion somewhere the other day about saved choreography's transferring whatever is in them when you used it last to a new project when imported. I was just wondering if there was a way of turning off this 'feature'. I have a chor with a lighting set up I like but I'm getting tired of deleting characters from other project every time I want to use it. If it's not possible I'll make do but if it is I'd like to turn it off.
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Version 16a render time min:sec - 04:14 CPU Brand and model - Intel Corei5 Actual CPU speed in GHz - 3.0 how many cores A:M is using: Pass OS Windows 7 64bit
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Okay I know Rodney told me to steer clear of hair. But I've got a character who until just before Christmas was covered in the real thing. I just had to see what Tech 2.0 looked like with Fur added. I think it looks pretty sweet and it only took a couple of minutes to render so it's practical unlike my old PC which woulda taken 30 minutes (and that's being generous, it woulda more likely have crapped out and crashed). Anyway check him out. Oh and I know about the tuft of fur sticking out of his shirt
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