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Hash, Inc. - Animation:Master

Chance

*A:M User*
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Posts posted by Chance

  1. I haven't been really keeping tabs on the updates that were coming this year, but after seeing this, I know I need v13.

     

    Now there is nothing stopping me from making really low patch count models that still have ludicrous surface detail.

  2. Mostly repeating what has been said, but it needs to rest on the ground longer to emphasize it's weight. Right now It looks like it is flapping through the air, and smacking the ground a bit.

     

    Also I think it would add to the effect if the bulb part of the lamp was still extended vertically when the base strikes the ground, then as the base rolls/pushes off the ground the bulb part can come down to look like it is crouching/ready to push itself up.

     

    Not sure if I explained that clearly enough. Hope that wasn't too garbled.

  3. Perhaps try to give color to the word Arsenal?

    Right now it blends in with the white bar on the shield on the left, and overall is pretty plain compared to the cool looking shield.

     

    As far is lighting, maybe try more lights with less intensity spread around to even it out (unless you are going for dramatic lighting/shading that is).

  4. I agree with TC, the one on the right looks much more natural. But still very dark, not sure if thats what you are going for, perhaps try a lighter shade of each color?

     

    I hope when you say making the water move you mean in waves and not just the ripples in your material, because it's hard for the water to look real when it's flat as far as the eye can see. Maybe try throwing in some larger waves to break up the flat surface using displacement maps, or just modelling them into the water object.

  5. Gazza maybe you could save some money on the machine and get netrender ,then use a couple of smaller machines to go with it ? just a thought .

    ok Ill shutup now :lol:

    I may be horribly wrong (seeing as how I don't have netrender yet), But I thought netrender split jobs across machines, but not pieces of individual frames.

     

    So you could have three computers working on your project, but they would still each only be rendering frames as fast as they could on their own, not helping each other to finish a frame.

  6. Alright here are my specs

     

    Athlon 2500 XP -M Overclocked to 2.34ghz (regualr is 1.8, 2.3 is actually higher than an XP 3200)

    1 gig DDR333 ram

    Windows XP pro SP2

     

    97: 51 seconds

    98: 46 seconds

  7. Wow, there were a lot of great entries in this one. I agree on the ones what are a uh likeness of other characters might be a bit of trouble.

     

    I know which one I hope wins, but there was a lot of quality work here, so good luck to everyone.

  8. This really intrigues me, but I have to ask, when on their page they say the model has to be completly closed:

     

    In AM does that mean that before export the model needs an absolutly closed surface (as in no ends of a lathed surface scaled to 1% so they look closed), and if so are 5-point patches reproduced properly so that some work around can be achieved?

     

    I realise the best way would probably be export to 3ds and then view/tweak in another polygon program.

     

    I'd love to send off a model or two to have figures made, but I don't want to have a broken figure because I was unsure if my model was acceptable.

  9. Holy crap, those were some amazing entries. I'm glad I didn't try and throw my hat into the ring, because there is no way I would have come close to some of these works of art.

     

    Picking four was tough, and I can't wait to see which one comes out on top.

  10. I'm probably missing something, but:

     

    If by massive you mean more than twice as long, couldn't you render the particles on their own (as you are already doing), then change them to be pure white throughout their life and render again against a black backround, then use this last render as the alpha for the origional?

     

    Never tried this myself so I have no idea how to go into more detail on properly setting it up.

  11. Holy crap thats awesome.

     

    I've just started learning how to properly rig models (thankfully I've started to get pretty comfortable with modelling). Though the whole face rigging is still a mystery to me.

     

    For a newbie like me, are there any resources (online or book) that you would recomend to get at least a small grasp on where to start. I looked at the page where you have the few animations and a picture of the bones set-up and couldn't help but scratch my head

     

    Anyways, wow I can't wait to see how this model progresses, the hair really adds to the character, I'm anticipating seeing the rest of him.

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