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Hash, Inc. - Animation:Master

kanga

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    / illustration.<br>/ 3d modeling<br>/ animation and post production.<br>/ music performance, composition and post production.<br>/ the internet, site design and construction.<br><br>Amazingly I get to use my hobbies in my work as a freelancer.<br>I gotta be the original 'Lucky Man'.
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    P4 CPU 3.00GHz 512 Mb internal mem 160 Gig Hard disk NVIDIA GeForce FX 5200 Dual Monitor Support

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    Chris Kautz
  • Location
    Netherland

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  1. Hey Spark! Is this a personal ad, cause if it is might be an idea to put an .AVI version up. I noticed comming from a mac background that no educational institutions (libraries ect.) used apple players here in Europe, all my shorts are in QT so I will have to change them. Many internet cafes and kiosks prevent download of anything to install, and while DivX is a great codec you will get more viewings if you have a Windows playable version. Greetings Chris
  2. Gret stufff Teriffic proportions, loved the way you handled the leg muscles! (I'm just an ol' leg man what can I say). Greetings Chris
  3. Yeah John! Comming along just fine, should be ready in a 'lickedy split'. :P Greetings Chris
  4. kanga

    Car poster

    Hoi John! Thanx 4 th compliment. Would be fun if you could post the progress of your model, be interesting to see how it's going. Regards Chris
  5. kanga

    Car poster

    Ha ha! Hey Phil I've had 3 mid life crisises but I never got a car out of it! Thanx for all the great reactions. I will put up a 3/4 view soon as I have one. I was sort of going for that servere designery look and I know how hard photographers work to get a nice clean look, I thought hey our application doesn't put a dust speck in we don't want, hence the approach. I will also post a link to a double size version Zaryin. Thanx again!
  6. kanga

    Car poster

    Thanx Jim! I'd like one too Just a virtual dream I guess, but it is a mid engine based on real stats, dimensions and so, only the design is mine.
  7. kanga

    Car poster

    And the top view
  8. Hi List! Heres something, I think (done in AM).
  9. kanga

    Photon Room

    Hi Yves! How ya doin? What brilliant warmth and atmosphere you generated here in this render. Right now I could use a bit of sleep myself,.... an if I could,..... just cuddle up next to that bear,......zzzzzzzzzzzzzzzz The Force be with ya,
  10. Hoi John I am sure it's going to be a ripping model! What I meant by detaching was, for example you could make your basic box with as many patches as you think you need, then manipulate the box into a basic car shape with the deformer box, then for the windshield (which is always nasty :) ) cut and copy, destroy the original wind shield on you box, move your new one in and place it a little back (or deeper than the original), correct the mags and biases of the splines cause now they are broken. Select the windshield hole edges on your chassis, extrude and move them into the model for depth (correct these too), and you will have a continuation of shape with a sudden change in direction, only the windshield is floating but you have that nice edge detail. You are actually starting with a basic shape and altering the panel depths, manipulating mag and spline biases lets you keep shape integrity. Probably more info than you wanted but I came up against it myself. Lately been doing quite a bit of product design and visualization in AM and the Reynolds link got me out of hot water more than once! Kind regards,
  11. wHHOOOAAAA! Do th funky chicken! The eyes are great and you used them to max effect. A real nice fresh approach and expressive animation. The On2 compression is about the best I have seen so far, guess I'll take a tour of the QT site (again). Congrats mate.
  12. Hi John! Looks racy,..... I am a big fan of mech modeling as well as the organic and it looks like you made everything in one piece (except the back fin). You do this with organics cause when a model is animated the other parts have to move in sympathy which is what splines are best at! Mechanical models have 'by nature' sudden and drastic changes in shape direction, so when you make something from one pice it's difficult to get a full rigid look, all the splines are influencing each other and everything comes out a bit rubbery. I wouldn't say this except you made the comment yourself (bumpy). One approach to make your life easier is to split up the parts and let them float and run into each other where necessary, bones will keep them perfectly aligned. It doesn't matter if you are making a realistic model or a noddy car, to get that full look in a one piece model is very difficult and time consuming. I can't recommend Rodger Reynolds link to mech modeling in AM enough, it was a revelation to me. Kind regards,
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