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Hash, Inc. - Animation:Master

cfree68f

*A:M User*
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Posts posted by cfree68f

  1. Don't be fooled by this poser guys.. He's paid talent to do all this work.

     

    Seriously though.. if you guys saw what he knew 2 months ago versus what he's doing now.. You're jaws would be on the floor.

     

    I just keep telling him.. I'm always right. ALWAYS!

     

    C

  2. Human Skin tshirt? hmmm... I like that, I may have to work on that next ;-P

     

    I'm hoping to get him textured before I leave the country on friday. If not.. I'll have two weeks to think about it.

     

    Dhar, Its a thought. I actually want to have this demon and him duke it out in a parking lot or something when I'm done. But I have to finish the demon first since he's a being created for someone else and I'm about one million years overdo with getting him finished. Now that I've gotten a good head of steam.. there's no stopping.

     

    C

  3. With a horn, I like to see abit of thick skin around the base of it

     

    I agree.. he actually has that, but its not showing up in this bump. I'm going to go back and redo the horn UVs and map so I can texture it better. I rushed this one just to see it in black.

     

    How bout the skin? any comments?

     

    C

  4. good call again lucbat.. I fixed the fingers around the nails, mine where two square and pulled the ridge around the nail down.

     

    Will, yep I'm planning on either adding a bulge spline ridge around the arm band, or using the new displacement to create that.. not sure yet.

     

    Mike, He has a human arse.. you just havnt seen it yet. I'm leaving the proportions of the waist as they are for now, Its an easy thing to thicken up later. In fact his entire body is from my hero.. and I thickened him up using the distortion mesh in about 5 minutes. I've also used distortion cages to flatten his torso in poses for decaling. The distortion box is my friend! and I think its the most underated AM feature which is saying allot.

     

    Oh yeah.. brainmuffin. His cheek is a horn (intentionally for now). I had it in my original sketch of his face.. It's just one point pulled out on the cheek right now. I'm playing around with the notion of loosing it or fleshing it out more. I'm torn about which way to go right now with his mouth (wich will probably influence his cheek). I'm going to either leave his lips and add teeth or give him a maw with external teeth and no lips (more skull or aligator like. Opinions?

     

    I've also thickened up the nose a bit and started adding textures. What do you guys think of the textures right now? I'm still experimenting with skin looks.

     

    [attachmentid=14464]

  5. Good call on the nostrils lucbat... you're right.. and I'm going to fix that as well (you are the observant one ;-)

     

    and as far as the legs.. I'm leaving them like this till I figure out whether I'll cover them in hair or not. The hair would make them more substantial and if his legs where allready big his lower body could become to big in comparison.. I want to hilite how bulky his torso is.

     

    He's still bitmap plus. Just for now though.. I'll probably do texture maps in the end.

     

    If I don't use hair.. and I'm seriously considering it at this point or maybe more patchy hair.. then I'll bulk up the legs.

     

    Oh and I see modeled finger nails too. That's a change of tack for you.

     

    yep.. and I found a neat trick for that.. they are actually just attached into a finished mesh (ie not legal patch connections but it doesnt matter where they connect because they are supposed to be sharp anyway. I just like having contiguous parts for some stupid reason.

     

    thanks for the crits and comments guys.. they really help keep me honest. I find without someone pushing me to make something better.. I'll shortcut it more than I should, I'm just lazy at heart I guess.

     

    C

  6. More progres,

     

    actually I tweeked allot of stuff at this point. I totally redid the arms and hands. I consider these my best arms to date, so tear them apart so I can make them better.

     

    [attachmentid=14424]

     

    a better beauty shot to show the rest of the progress. This was my initial concept for the neck, but I'm not sure I want to keep it this way. I may come back and change it later. Reswizzled the abdomen per Karl's input Totally tweeked the back to make it more anatomically correct (for one bullish overly steroidal demon) and redid a bunch around the neck (besides finishing it). I'm pretty happy with him at this point and will probably finish the mouth and eyes and start working on clothes and texture for him. Unless someone gives me some input that makes me want to change him (highly probable.. I'm easily influenced ;-)

     

    [attachmentid=14425]

     

    and a wire frame (sorta)

     

    [attachmentid=14426]

     

    thanks for all the crits to date.. as usual they help allot.

     

    C

  7. Well, I was a little disgruntled with the render time on the first image using my demon skin Material, so I thought I'd look for possible alternatives to texture this guy.

     

    I found some interesting closeups of snakes scales and thought I'd play around with BitmapPlus to create an easy texture to work with. I'm thinking it might not be feasable in its current incarnation, but I like the results and the look. and I'm definately thinking about a dragon for my next model now.

     

    anyway here's a go with a more gorgon like skin.

     

    [attachmentid=14376]

  8. Nide work Steve!

     

    my only two cents would be to smooth out some of the square edges. Unless of course thats part of the style for him. Looking at him.. it very well could be. If you did decide to modify him with smoother edges.. I'd keep a version as he is now, becuase he's got allot of character.

     

    Great work.

     

    C

  9. I think that one nails it pretty good bendy toons. Perhaps its just the particle difference but the speed seems right.

     

    Now my only other comment is.. Thats quiet the inferno for a small fire. is there anyway to spread the flames and then them out a little without losing the effect you have going. the flame tongues are great.. can you post the project with the extra sprite to play with?

     

    Good Job!

     

    C

  10. Heres a wireframe.

     

    The proportions.. upper to lower are intentional at this point.. though I may make his hooves more prominant.

    and He'll probably have fur on the legs like the original I posted.. I'm just working without for now.

     

    I am going to try and use the new displacement to really cut him up, but thats gonna take some practice.

     

    In the end I'd like to see him move around like King Kong on his knuckles.

     

    [attachmentid=14281]

  11. the speed of the flames is to slow. It should probably be 2x faster. I noticed this on my render and sped it up in post.

     

    The flames look awesome though.

     

    C

  12. Option 8x sub version 3 alpha .5

     

    http://www.colins-loft.net/free/examples/s...fire/fire2x.mov

     

    and the project of course...

     

    http://www.colins-loft.net/free/examples/s...20fire/fire.PRJ

     

     

    I think the trick (and I definately havent accomplished it.. it vary the emission rate and drag over time and not just by increasing the randomness, but by actually animating these properties in the choreography. That will create the billow. Then you'd need multiple emitters to get multiple tongues of flame.

     

    If you get the color just right.. you could even do some compositing tricks to create more liquid looking flames and less smokey.

     

    The spriticles I used for this example where just readily available off of the cd.. I'd probably use a different more blurred sprite if I was going to give it more than 15 minutes.

     

    The look of fire has allot to do with the distance its seen at and whats burning.

     

    as examples.. and perhaps reference.. I'll post my examples from another "cough" program that mimics flames fairly well. (not saying its better... its not, it just makes some things well)

     

    http://www.colins-loft.net/free/fire%20example.mov

     

    C

  13. Yep I suppose I should have explained more. ;-)

     

    His head isnt connected yet because well.. I'm still working on it. but his head will indeed be hanging way out in front of his body.. very hunched over. He's 12 or so feet tall so I doubt he needs to look up much anyway.

     

    I'll look into that belly Karl.

     

    And you are right lucbat.. he is knock kneed.. but thats by design untill he's rigged. I figured he should have forward pointing knees so that when I go to rig him.. the IK won't be weird to set up. That said.. he will probably be bow legged and splay footed just to keep his balance.

     

    I'll post more pics as he progresses.

     

    Keep scrutinizing guys.. it really does help me allot.

     

    C

  14. OK.. so I posted some progress on this guy a loooooooong time back, and I've been back at him for about a month now. I've actually done his head 3 times.. Its hard getting the right mix. But I think I'm on the right track now (maybe)

     

    I've also got one other body thats not near as beafy, but I like him being more hulk like. I think this ones got legs ( goat legs but those still count right?)

     

    Opinions, rips, and general constructive criticism is greatly appreciated.

     

    Ohhh and even though I love his skin.. its probably going to have to change (at least the method) this material took over 9 hours to render one frame at 16 passes :o

     

    [attachmentid=14239]

     

    C

  15. Mine was image based lighting using the Uffizi HDRI... and I'm sure the stationary blotch isnt a compression artifact as its there on the raw file.

     

    The variable side shading is most likely the Image based ligthing and Its possible that the stationary blotch is as well, but thats a pretty detailed light sample considering a flat surface.

     

    I'll try it without the sphere and see if its still there. No biggy.. just curious.

     

    C

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