Jump to content
Hash, Inc. - Animation:Master

Heiner

*A:M User*
  • Posts

    394
  • Joined

  • Last visited

  • Days Won

    2

Posts posted by Heiner

  1. Hi,

    like I said, I pistol will come, and here is a first example of the work on it.

    Modelling is sort of a bit*** to me because while I am at it, the character can

    undergo so many mutations. Right now I am thinking about having a coat

    and maybe instead of the shoe have a boot like a musketeer or such.

    Man, it all starts nice and little and evolves over time ...

    Regards

    Heiner

    Pistol_WIP.jpg

  2. Hi there,

    so, a little different angle, and four fingers and one thumb.

    Semi realistic cartoon style like in franco-begian comics ;-)

    The pegleg received a little more attention and now there is

    the pistols left to do.

    Regards

    Heiner

    Pirat_Test_1a0.jpg

  3. The next stage,

    I decided to go for a pegleg. He has teeth and togue now and I did the hand anew.

    Still I can not decide if I go for three fingers or four ...

    I am getting close to the end of modelling. There is the Hands issue, I will add two

    classical pirate style guns and than thats it. Then I am at the point when the UVing

    will start. Still have not made up my mind if i go for one stamp or if I will have more.

    Regards

    Heiner

    Pirat_Test_0.png

  4. Hi there,

    working quite a while with A:M, I noticed that there is quite some areas where undo will not work at all. First and foremost if you make changes to the bias handles of a CP, Undo will not take those changes made back. Also when you work on a model with a Decal applied. If you delet something, take the changes back with undo, the undo will not restore the deleted and restored CP in the stamps.

    Cheers

    Heiner

  5. Yeah, I should have done the modeling directly in Blender but I I thought that would get me to far away from my initial idea ...

    Anyway, check out the second video, there I cover the re-export / Import and put your exporter to good use.

    Cheers,

    Heiner

  6. Hi there,

    as anounced, I did the first recording and put the video up to YT (see link below). In this part I deal a bit wit modelling exporting and importing.

    After the A:M model goes to Blender, there has a lot of reworking to be done, so the smooth exporting, further processing and reimport to A:M can

    be maintained. Enjoy and have a great easter!

    Heiner

     

    xhttps://www.youtube.com/watch?v=yC60d3fjakQ&feature=youtu.be

     

    One step further:

    https://www.youtube.com/watch?v=KysTfIZ-eo8

  7. Hi there,

    a little update. After my return from the philippines i had some days more off and spent them with modelling.

    I think I will document the work process from A:M through Blender and zBrush as videos and post them via YT.

    For the time beeing, here the raw modelling so far. The sword I added into the model, because it can be

    easily seperated if necessary and for later animation it looks more easy when the model is included.

    Regards,

    Heiner

    Pirat_Test_0.jpg

  8. What I know already: Blender has very nice UV tools and a great MDL exporter. Some work involved, you get a great model with UVs into A:M. Blender UVing is seam based and gives you good control over the layout.

    zBrush has some great UV tools too, but without the level of control you have in Blender.

    The thing is, you can export a model from blender (after prepearing it for it) to A:M again (including the UV layout) and via OBJ to work on it to zBrush.

    The sculpted deformations you bake in zBrush you can use the previously done UV Layout. So the UV layout on the A:M model and the zBrush model is the same and you can use the baked sculpting displacement maps from zBrush in Blender.

    I was hoping to get wrinkles of cloth and such done and rendered in A:M.

    Now there is the issue that you have a lot of setups for baking, exporting and using the maps in zBrush and in A:M. There I was hoping to get some assistance ...

    Regards

    Heiner

  9. I am planning to try out a workflow from A:M (modelling) to Blender (UVing), then Export to zBrush and A:M again. Do sculpting and export displacement maps fom there, then go back to A:M, apply maps and a rig and do some animation. Then, export MDD and render wherever it looks best. Maybe I do some cartoons about a pirate lost on a small Island ...

    Best regards,

    Heiner

    Pirate_000.jpg

×
×
  • Create New...