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Hash, Inc. - Animation:Master

Ross Smith

*A:M User*
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Posts posted by Ross Smith

  1. Thanks for the input, guys! :) I really appreciate it. I made two different arms, one thick and one thin. I couldn't decide which one to use. Here's one with the bicep, Zaryin: [url="http://www-personal.umich.edu/~rossmith/gallery/mm/mm_arm_thick.jpg"]http://www-personal.umich.edu/~rossmith/ga...m_arm_thick.jpg[/url] They each have merits, but it would be easier to insert an elbow in this one, methinks... *ponders*

  2. Greetings, good community. What's up? Mine is a story you've all heard before -- making a model, looking for advice, secretly fishing for charitable encouragement. :P hehe These are bodyparts of a merman/creature from a dark fantasy story. Any critique would be good, but if someone could give me some pointers about modeling for animation, I would greatly appreciate it. [url="http://www-personal.umich.edu/~rossmith/gallery/mm/mm_head_side.jpg"]http://www-personal.umich.edu/~rossmith/ga...m_head_side.jpg[/url] [url="http://www-personal.umich.edu/~rossmith/gallery/mm/mm_head_front.jpg"]http://www-personal.umich.edu/~rossmith/ga..._head_front.jpg[/url] [url="http://www-personal.umich.edu/~rossmith/gallery/mm/mm_hand.jpg"]http://www-personal.umich.edu/~rossmith/ga.../mm/mm_hand.jpg[/url] [url="http://www-personal.umich.edu/~rossmith/gallery/mm/mm_arm.jpg"]http://www-personal.umich.edu/~rossmith/ga...y/mm/mm_arm.jpg[/url] The head is done, as far as I know. I just wish I had some way to model the front-on angle to look more intimidating. Aye, there's no elbow in the arm. I'm kind of lost about what to do there. I need to add one, but that's where "modeling for animation" steps in. There's a buildup of splines at the ends of the fins, as they are supposed to be fingers when all's said and done, and oughta function as such. Thanks much for looking! :)

  3. I remember this happening to me in similar fashion. I think A:M stores absolute black as its transparency color for TGAs. Someone wiser can confirm whether or not this transparency color can be changed... My solution was to make my black a "really really dark, black-like gray."

  4. (I speak as a relatively new but enthusiastic user. Working on my 3rd and 4th models right now.) From previous computer art experiences, I save a new version of my current model with almost every "major change". This saves many headaches on crashes and back-ups, as well as the ability to retrace the execution of your design. More on the topic of modeling, though. Right now I'm modeling a toy helicopter to work up my observation skills. I've modeled each removable part in a different file -- the propeller, the upper chassis, the tail. This lets me totally focus on each part of the model, so I get it just right before I move on. When all's said and done, I'll take all the parts and combine them a la Voltron in one model, where I expect spindle fibers to form and rigging to take place. As for clothing, I have no idea. I've been wondering that one myself.

  5. List, Has anyone encountered problems with their library? Whenever I try to add something to "My Library", A:M hangs on me. I can add folders and navigate it just fine, but trying to import new shortcuts or "drag and drop" something from my workspace to the library causes it to hang. I just installed Perk 10.5o. I'm running Windows XP. Any ideas? Thanks.

  6. Here's to the sildeshow method. :D I, for one, love puzzle games in that Myst method, including the earlier stuff that Cyan did. (Anyone remember Manhole, or Cosmic Osmo?) Congrats on an incredible-looking render, and good luck.

     

    One thing: on the floor tiles on the right-hand side of the picture, there seems to be a rendering artifact of some kind. The lines dividing the hexes get jarred. Just wanted to say.

  7. Yeeha!

     

    mm_tmp.jpg

     

    So, as perusers of this post can see, the nose issue has been resolved. I took some advice and just inverted it, which looks a lot creepier than any cute button-nose I had in mind.

    This skin isn't going to stay... It'll become darker and take on some more wrinkles and lines around lips, eyes, forehead, u.s.w. I'll have to texturemap the eyes eventually. I remember Emilio LeRoux had a really awesome eye animation circulating a few months ago... I'll have to divine his secrets. Mwahaha. :P

     

    What do ya think?

  8. You tweaked it around the corners of the lips, right? He (she -- it?) looks a bit more expressive, like s/he/it's about to say something. Sort of lends a more articulated identity to the creature instead of something blindly animal. Totally hinges on what you're going for.

     

    I'm really looking forward to the results, DarkLimit. I've been astounded by your talent in your other work. :)

  9. Nice head stucture.
    Thankee. :)

     

    Its an alien it doesn't have to have nostril from the nose ,make it have them on the head or neck or whatever. With this being an alien there are no rules so go crazy.

     

    This is the truth -- he doesn't really need to have a nose. But there's a very particular sort of creature I am trying to make. This creature was designed after the fish-people in the H.P. Lovecraft story, "The Shadow Over Innsmouth." In this story (or at least, my imaginitive recollection of it), the unfortunates who descended from some mix of human and fish-creature gradually change into these freakish sea monsters, and then go live in the water off of Innsmouth, Massachusetts. Something like that... I need to reread it.

     

    Anyhow, that's just backstory. It helped me determine how to sketch him out. When I sketched this fish-guy, I decided to have a very specific approach to his appearance -- that he would have an otherworldly look, that his human features would look withered and pale, and that the fish features would appear like a crawling lichen or a thriving parasite over his body, slowly taking him over. His model will have gills on his neck before all is said and done, and his nose will probably look like a smoothed-over brookstone that hasn't been used in years.

     

    *cough* So anyhow, I guess I wrote that just in case you wanted to know it. Heheh... but thankee much for the input. I should loosen up my expectations a bit.

     

    -- Ross

  10. Heheh! Good pic. My sensitivities were shocked. ;D

     

    A T-Rex would certainly be a challenge, but don't be discouraged when it comes to modeling. For more than a month I've been making and tinkering on a character model from two sketches I drew, and the head is almost complete. Rotoscopes make modeling worlds easier. (I'm new to this "spline-based", "organic-modeling" stuff myself. :P )

    Good luck in the future!

     

    --Ross

  11. Hello, chaps. Thanks for the good advice -- I've been practicing my splinesmanship and pondering the when and where of a good five-point patch. My problems in that area are mostly solved.

     

    Here are some close-ups of the one thing standing in the way of what I would think total victory: the nose. I suddenly have near-venerating respect for those modelers who make realistic noses, nostrils and all. I doubt this model will have nostrils, but it would be nice if it did... at any rate, if anyone has advice for scultping this elusive feature, I would greatly appreciate it.

     

    Thanks very much, and thanks again to those who have already helped me, particularly Mr. Sutton. =)

     

     

    mm_nose_1.jpgmm_nose_2.jpg

    mm_nose_3.jpgmm_nose_4.jpg

     

     

    -- Ross

  12. 18 Nov 2003

    - First draft render complete! Thanks a heck of a lot, Hashers at Large, for the support. :) There's a new reply at the end of this post with a pic of the render.

     

    13 Oct 2003

    - I've added an updated post at the bottom, showing my progress on this project. I have some modeling questions about noses, in case anyone is interested in looking. :)

     

    --Ross

     

     

    -----------------------------------------------------

     

    I've got a model in the works of a fishman/merman creature, and right now I'm just trying to get the head done. I hope to make it animatable in some limited capacity (I doubt I'll do phonemes). I have tried at least a dozen times to extrude a shape up from the neck to form the head, and this is this is the most successful attempt to date -- I think I can carry it to the finish line, with some more elbow grease.

     

    wf_side.jpg

    wf_angle.jpg

     

    There is only half a nose up there, to go with the one eye. I plan on trying the copy/flip/attach trick later. Also, the inside of the mouth has been hidden.

    Apart from general advice, I'd just like to ask, how do you attach facial features to the head and each other? I've attached the eye to the head with satisfaction, but the nose is very tricky... I've looked at some amazing wireframes from folks out there like Jim Talbot, and it has helped a lot... but this seems like a technique issue.

     

    Thanks much!

     

    --Ross

  13. Aye, I think people have commented on this phenomenon before... I heard that you can go in with RegEdit (on XP, at least) and clean out the excess entries. But which one's the excess? Who knows.

     

    Seems like this sort of thing would be easy to fix.

    * nudge nudge to the great Hash programmers * ;)

  14. Hey, all. I've got a question for you talented modelers.

     

    In a good freeware modeler called Wings3D, there's a feature that I've become accustomed to using, and would like to know if it exists somehow in A:M. It goes like this: you start with a simple extruded object, and you can make more "loops" on the object to give increased detail. This way, you can model a rough form for the object, and then easily go in and add greater detail by selectively adding more loops, or "cross-sections" so to speak, and then manipulating them.

     

     

    wings_1.jpgwings_2.jpg

    wings_3.jpgwings_4.jpg

     

     

    I hope the screenshots above give a better idea of what I mean. The grace of the operation is that it is workflow-friendly -- you don't need to manually add points to every edge and connect them one by one. It's just a quick, aggregate command.

     

    If there is any way at all that you can add extra cross-sections/loops like this in A:M, I would very much like to know how it's done. Thanks in advance. =)

     

    --Ross

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