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MikeV

Craftsman/Mentor
  • Content Count

    164
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About MikeV

  • Rank
    Journeyman

Contact Methods

  • Website URL
    http://
  • ICQ
    0

Previous Fields

  • Interests
    In no particular order...<br />Music, movies, books, anything creative, dark humor, sarcastic humor, meeting and talking with cool people, gaming, game design, animation, storytelling...
  • Hardware Platform
    Windows
  • System Description
    Home-built system with AMD Phenom x4 (unlocked to x6), 8 Gigs RAM, Nvidia 560ti video card running Windows 7 64-bit off a SSD drive (awesome little thing).
  • Mid Term Goals
    Become proficient with A:M, get these story ideas stuck in my head out onto the computer screen and have fun in the process
  • Self Assessment: Animation Skill
    Unfamiliar
  • Self Assessment: Modeling Skill
    Unfamiliar
  • Self Assessment: Rigging Skill
    Unfamiliar

Profile Information

  • Name
    Mike
  • Location
    Beautiful Catskill Mountains, NY
  1. Yeah. The most important thing, I figure, is to keep moving forward and keep working on stuff. My current challenge is finding a good set of comprehensive tutorials on materials. I can't seem to find any. Most I find are for very specific applications. I'm sure I'll find something though.
  2. Seriously? Someone else nutty enough to live in Small-Bany??? I'm in Scotia...lovely little Scotia. Actually, I'm in Mt. Marion, about 5 minutes from Woodstock, about 10 from Kingston. I figured Albany might be more recognizable as an overall region. Google maps says I'm about an hour S. of you. Google Maps has been wrong before, though. straight up the thruway...sounds about right.. Nice! Well, howdy neighbor!
  3. I just realized I had set my birth year wrong in my settings. The forums said I'm 38. I'm actually 39 today :-p I also learned I share the same birthday with Kevin Smith! So that's kinda cool
  4. In the meantime... Got my first "prop" model done... Just need to work on the material for it now. I'm gonna look for some good material tutorials and see what I can learn. Cap and main canister are separate objects, so I can have them not on fully or what not, just to add a bit of "life" to the setting. Also, the cap actually properly fits the opening... so that's a bonus :-p. Lathing an object isn't a major challenge, and so this is more just a "I got this part done on this day" sort of mile-marker. Will be interesting to go back and look at how things progressed later on.
  5. Thanks everyone! @Rodney Splines.... -whimper- lol
  6. Okay... quick self-check here. I'm filling out and tweaking the basic counter/cabinet set right now, just getting things into a scale I can work with, etc. I put a window into my back wall using the approach Jeff Cantin describes on his site (or at least how I understood it). However, I am finding that there are 4 dead-end splines connecting the main wall spline to the window spline. I could probably re-connect them so they flow into the splines forming the frame of the window, but then I'd have to contend with the splines wanting to curve. Which I don't want, obviously. What I'm won
  7. You know, it's funny you mention that, because on the way home from work, I was thinking about setting up the "proxy models" that Rodney mentioned earlier in the thread, for things like the cabinets and such. Given the "project" nature of A:M, I can easily create the basic/starting models - making sure to bevel the edges as you note (which would definitely be good practice) - and just have those models ready for when it's time to complete the finished objects. And then I got to thinking, well, some things are fairly straight-forward to model.. like a bowl, or a canister (for sugar, flour,
  8. Hey, thanks all! Gotta say, this is the first time I've had a thread started specifically to wish me one on a forum. Cool!
  9. Hey Rodney, I was just thinking (stand back! it could get messy!) Since this thread has basically morphed from a "one-off" post and is likely going to become about a work in progress, perhaps it would be better to move it to that forum section? Was just thinking about that.
  10. Thanks for that! Yeah, I like to always keep the creativity flowing, and I hate letting things "beat me" so even if the "gotta model something" bug hasn't quite bit me again yet, I'm keeping myself creative in another way. I don't intend to jump into the animation part for a bit yet, and the modeling will be basic at this point, and there's still a lot of modeling to be done, which will probably be good practice for me in general since it covers a variety of different things. Will be good material and texturing practice, too, which I haven't gotten into beyond the decaling of a coup
  11. I wasn't sure if this belonged in "Work In Progress" or this section. Since I'm not actually physically working on anything in A:M at this point, I figured this was the better option. If I'm wrong and it belongs in the "Work In Progress" section, by all means kick it over there . So, after reading through the posts in that last thread, I decided that while I wait for my "juices" and inspiration to fully get flowing again in terms of learning in earnest with A:M, that I would start doing some planning for what will be my first full animation with it. I am by no means jumping straight into
  12. I think you were really close with what you had, there were just a couple bumps to diagnose. After you have made some more models you will start to see the bumps before you hit them. Ah, I getcha now. Yeah I can agree on that point. I definitely don't fall into that category of only wanting to do mechanical. Mechanical objects will be very necessary in my projects, though. Incidentally, I just got done watching both of your introductory vids you linked earlier in the thread. Very good! I was already a fan of your method of explaining and illustrating things based on your other v
  13. I appreciate all the feedback, everyone. And I'm glad y'all haven't just written me off as a "whiner" lol. I *would* like to learn and become proficient at A:M @ everyone: What put me off is purely the idea that I've been moving along under the assumption that I've been learning and building a solid foundation of what I'm doing. I felt I had a good, working understanding of how splines work and of how patches work. That project with the beam, which was really part of a bigger project (an entire "market stand"), was intended as both a project and a sort of application of what I've le
  14. These exist already, in the form of Barry Zundel's tutorial series. You can buy them one at a time, for like five bucks. So you can stop *wishing* they exist. They already do. It's great that they exist, and I've seen that video set mentioned with high regard a number of times. My one problem with offering that as a solution is this... If what he's demonstrating in those videos is critical to developing a comprehensive early understanding of patch modeling, of the behaviors and quirks of CPs and splines, and provides instruction/advice on how to properly approach modeling so
  15. Excellent post, Vertexspline. I think you sum it up perfectly. A:M is fine. The way it works is fine. The results it can produce are awesome. None of this is debatable, in my opinion. The thoroughness of the tutorials/excercises and the comprehensiveness of all the things that *really* go into spline/patch modeling, however, need an overhaul. When someone, however new, is running into issues that they didn't even know could be issues to begin with, and it's resulting in the loss of hours, or even days of work... there's something very wrong.
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