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Hash, Inc. - Animation:Master

Nosferatu

*A:M User*
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Everything posted by Nosferatu

  1. Very nice work, Joe. Nice set design and a lot of nice subtle touches. Sound effects were great. I went to your site and saw your reel. Who did the music? 'Twas a lively rendition of that song. Nos
  2. Nice character, and very convincing motion.
  3. John, That looks great. I'll look forward to playing with it later. Nice job. Nos
  4. I love the "death twitches" once they land on the platform! I've noticed with dynamics that once an object stops, it often jitters like crazy. There was a thread recently about a guy working in integrating a new dynamics engine into A:M. Does anyone know what the status is?
  5. Jay, Looks very nice. I'm not sure where the chrome goes on an i-pod, but if you look at the "Material" tab in the Library and drill sown you will find a nice chrome material. In your model, just make a group of the part that needs to be chromed, name the group, and then drag & drop the chrome material onto the group. You might want to play around with bias on the edge bevelling to make a smoother transition between the flat surfaces and the curve. Other than that, it looks great.
  6. Thanks, Jin. I just realized I had that site in my favorites. Found some good stuff from your suggestion. I hadn't been putting the word "textures" in my searches lately. It's the "I'm spread too thin to think clearly" syndrome. Nos
  7. Jin, I'm looking for building textures like that. Do you have a good source? Nosferatu
  8. Very nice. Here are some suggestions, since you asked... I agree with the others about composition. If you lean it up against the wall it will look more natural and balanced. I would consider scaling down the texture on the wall. The specks look too big for that size wall. As a guitarist, I immediately noticed that the guitar body looks a little thinner than normal (I mean the "depth"...the distance from the front to the back). I suppose some guitars are thinner than average, but it's just something that jumped out at me. The picture on the wall is placed way too low if we are considering proper scale. A person standing in the room would have his head much higher than that. Ignore if that is a full-length mirror and not a picture. Finally, the floor seems a little too reflective for a linoleum floor. Maybe introduce some scuffs and lighten up on the reflectivity a little. Don't let me discourage you, though. Your modeling and texturing shows a lot of talent. You've created a very nice piece here. Nos
  9. Looks great overall. I would try adding some more eye blinks, perhaps a few double-blinks. The lip sync seems to lag behind the sound a little. Very fine piece. Nos
  10. You did that with one null by hand? Pretty impressive...
  11. Your specular highlights on the black look a little soft compared to the pic on the site. This makes the black parts look more rubbery than they should. Looks pretty good, otherwise.
  12. Might look cool if you constrain some lights to the cameras to shine on the walls as you fly through. Keep going. You're off to a great start!
  13. Nice, Lee. Very nice. Looks like "American Chopper 3000". You might try experimenting with a hint of a banking turn on the outside vehicles as this might give it more of a "fluid" feel (as if they are correcting course and rejoining the formation). Might look good if done subtly. Have you seen my new plugin? It's rendering camera lens cleaner. A must-have when shooting on desert planets. Nos
  14. Overall, a fine piece. The only constructive criticism I can offer is: 1 It has a bit of a lazy, floaty feel to it. I would try slightly more lively music and attach the braces with a quicker, less floaty movement. The floatiness of the sprites would be fine if the metal elements were snappier. 2 At the very end, just when the credits appear, the lower-left tooth jumps forward in position. Not noticable to the average viewer, though. These are just minor points. You did a great job!
  15. I might be wrong, but in the crash if you have the momentum of the man gradually slow down before stopping it might be more convincing. You did a great job of eliminating float, though. Space ticks might look a little more realistic if when they jump, the legs drop down or trail behind a little more. It would give more of an impression of mass. Positively great work!
  16. Excellent job, Dan (from one who does "agree with the concepts"). How did you acheive the reflections..Just with light or with some kind of environment map?
  17. Andy, Looks great. You might want to think about having her look left or right first, and THEN rotating her head. In other words, a bit more of a lag between the eye motion and the head motion. That would add a little more life to her, imo.
  18. And people wonder why I'm so afraid of clowns....
  19. Try flipping the layer 90 or 180 degrees.
  20. Nice stuff, Mike. Thanks for posting.
  21. I don't have an answer, but I hope someone chirps up with an explanation. The only way I've been able to get good sound is to render to tga sequence and then add the soundtrack in a video editing program. Most of my rendered avis and movs have major audio artifacts.
  22. Is there a reason that most people spend very little time modeling feet accurately? Everything on BlueJean Baby looks real, except for her feet. This is not a knock, Jim, just an observation that I've yet to see a model, anywhere, with realistic feet. I'd love to know the reason for this. Is there some kind of major difficulty in doing them realistically?
  23. Jim, She looks just like Maria from last season's "Apprentice". You're fired!
  24. That guy is very "light" on his feet...
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