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Hash, Inc. - Animation:Master

Michael Brennan

*A:M User*
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Posts posted by Michael Brennan

  1. 6 hours ago, robcat2075 said:

    Porcelain can usually be eliminated by turning "Average Normals" ON and setting a "Normal Weight" other than 0.

    50 is typical.

     

    This is the same effect as porcelain but with more specific control.
     

    Ohhh... Thanks for pointing this out Robert, helpful video and posts!

    :)

     

  2. After reading the latest Martin's Minutes about  "Charlie Brown Books"  I remembered that I modeled a
    Snoopy vs Red Baron a few years back using Lightwave and was curious to try the Lightwave importer with A:M.
    After re examining the model I decided to model him from scratch in A:M.
    I just get a kick out of the elegance of spline patches vs subdivision modeling
    it seems like you can say more with less.

    Here is some progress of the model so far... 
    still working on the hands and feet and will be modeling a scarf next.

     

    :)

     

    snoopy_modeling_wires.jpg

    snoopy_modeling_render.jpg

     

     

     

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  3. On 6/9/2020 at 10:42 PM, robcat2075 said:

    On one of the commentary tracks the difference between Sylvester's and Daffy Duck's voice is brought up.

    It is not that "Daffy" is Mel Blanc's "Sylvester" voice sped up, although that much is true.

    The real difference, according to Mel Blanc, is that Sylvester is Gentile and Daffy is Jewish. In Mel Blanc's mind, Daffy was a Jewish comedian, a vaudevillian.

     

    daffy10.jpg?format=1500w

    When learning about layout I remember my teachers saying to be cautious about how background objects lineup with characters heads,
    here it looks like the animators lined up Daffy intentionally under that tree... it adds to the humour.

  4. I remember back in the day Hash inc. sold t-shirts.
    Any chance they would ever again?

    I used to have the H*A*S*H beige one and one that said.
    "say no to polygons".  that was always a good conversation starter
    when out in public.  :P

     

  5. 58 minutes ago, robcat2075 said:

    Thanks!  It's a noise combiner on many parallel layers of patches.

    There is a discussion thread that leads to it...

     

    Fascinating!!!!   
    :)

  6. On 5/21/2020 at 5:59 PM, robcat2075 said:

    I did make some bread in A:M a while back...

     

    That's Impressive Robert!   How did you make the bread look porous?

  7. On 5/18/2020 at 11:19 PM, pixelplucker said:

    I had done animations a very long time ago for the Unreal engine. I used 3ds Max at the time and there was a plug-in to do just that. Not sure if you can import direct x files into the Unreal engine or not but you can look into Garagegames Torque engine. It is a little dated but last I checked it accepted direct x files.

    The Unreal engine isn't all that tough to work in but I found it unstable. Way back I used to make 3d models of my map bases in a poly modeler preferably one that supported quads, exported an obj file and used that geometry to subtract my map from the world.

    I believe the licensing for Unreal is pretty high if you plan on making a retail game.

    Thanks Ken,

    Not familiar with the Torque engine, I'll check it out!... it is an extra step importing from A:M to Unreal since it uses FBX.

    Sounds like Epic Games is trying to make it easier for developers and artists.
    They are making it royalty free until you make your first million.

    https://arstechnica.com/gaming/2020/05/unreal-engine-is-now-royalty-free-until-a-game-makes-a-whopping-1-mill/

  8. Hi Guys,

    Recently upgraded to A:M v19 from V13 so was excited to try out some of the new features.
    (well... features I didn't have access to till now)

    Some SSS and Radiosity applied to an old model.

    Mike :)

     

    Buddha_Radiosity_SSS.png

    • Like 2
  9. 22 hours ago, Fuchur said:

    I find the Unreal Engine pretty hard to understand, but I have used Unity3d in the past for a couple of projects. Not really for rendering but for smaller 3d game projects and Mixed Reality Tests.

    Best regards
    *Fuchur*

    It is an unusual program... I've been finding the interface takes some getting used to.
    So many programs to play with so little time.  :D


    Thanks for making the exporters and tutorials available Fuchur!
     

  10. Hi Guys,

    I'm happy to share an animation I've been working on the past few months, I'll try to make a long story short...
    Since all this Covid 19 stuff things have been different, previously most of my spare time was spent working on fine art projects
    a lot of work I did preparing for art shows was put on hold and like many people it's been a stressful time.
    I guess psychologically the best way I've been able to deal with it has been to tap into my silly side and rekindle
    some of the things that inspired me in my younger years.
    Using Animation Master was one of those things, it was the first app that got me seriously into 3D and actually
    helped land me my first job out of college.
     
    I made a friend on this forum over 20 years ago (Bud) Mike Lium,  we eventually lost touch and reconnected on Facebook
    even though I wasn't using A:M much or posted 3d stuff he was always a friend... always encouraged me and my art.
    These past couple months while working on this animation I couldn't wait to surprise him with it.
    Sadly I didn't finish it in time, and found out he passed away a few weeks ago. :(

    So I dedicate this to Bud.

    Mike :)

     

    https://vimeo.com/417019628

     

    Screen Shot 2020-05-10 at 10.22.05 PM.png

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