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gonzo3d

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  1. Seems to be a lot of forum post-removal these days.. too bad. Some of that seems to me to be an opportunity to communicate with dis-enfranchised new users. Much easier to just yank the post, I guess. So is there more on learning to spline other than ye olde tincan tutorials these days? Or is there a modeling challenge thread around somewhere (seems the forums kinda exploded when I wasn't paying attention).
  2. You are off to a great start; I suggest you take a look at: http://www.colins-loft.net/free/mini/MiniWire.jpg I think you can lose a lot of splines still and that will make your model smoother. Still struggling with the whole spline-amount-placement thing myself - kudos to you for diving in and working it out.
  3. ..Feedback? Looks great. Minor nitpicks: looks like dents just in front of the shoulder sockets; pretty sure you can eliminate those with some tweaking, or if they are intentional you may want to consider exagerrating a bit more. It would be nice to see more details at the wrist as you have in the elbox/shoulder joints, instead of the tube-in-a-tube (unless, of course, this is also intentional). I'm thinking this guy will be capable of great expression.. hurry up and finish him up, willya?!
  4. Nice.. I find it more painterly than realistic.. just my 2 shillings tho'.
  5. You can do a search on the collective Hash forums and get a ton of info... This is one of those requests that keep cycling from time to time.
  6. The "Mando" method is from Armando Afre, a ?former A:M user. I dunno what's up with him, I haven't seen anything from him lately and google turns up zip. Every so often people tackle the build-a-human or build-a-head, and Armando had some experience putting some of his work up for others to see/use loong time ago. If you asked me (I know you didn't) I would jump on Jim Talbots tutorials and check out his spline-age, because it is so dang elegant. Compare for yourself though.. cheers!
  7. While I am still a newbie here, I believe I've earned my chops in the real-time arena, where I do this "city building" every day. Here are a few things to keep in mind. First, develop around a unit. This can be a dimension, but it's better for plugging different objects together if there is a common dimension. At work we use 660 feet as a unit; modules must be some multiple of this base unit. We plug different modules together to make cities. Someone here said at sometime that 660' is a city block, but I don't buy that. It is a minimum dimension for putting a nice 4-way intersection in though. You can categorize your modules as has been mentioned for different building grammars (ie, look and feel) but random mixing will not really work without some general conventions for the different floors/styles. Some of our categories here at work include: rural, freeway, urban, generic, filler, panorama.. Do a little work up front if you are serious about having multiple people work on this, as in specifications. Figure out how you want the roads: 2 lane, 4 lane, 4 lane with center turn lane, etc. Figure out if there will be different classes of roads - 2 lane (new) versus 2 lane (old). Publish these specs and the pieces should all play nicely together. You may even want to develop some guidelines in terms of amount of splineage per unit. Check out http://www.vterrain.org/ for more info re: buildings, etc. - they have an existing virtual world project going, and you can drop in and check out how others have approached this. Good luck, keep us posted!
  8. For myself, I prefer your second post with the tartan in the background, except the cloth overpowers your composition. I think you lose too much in the "still life" long shot. Take your idea of the sword, tartan, sporran, etc. and rough out at least 10 different comps with it, in pencil (aka thumbnails). See how fast you can come up with multiple views/ideas without the computer. No details, just rough comps. Pick 3 of these to explore on the machine. Play with the lighting, etc. Maybe go back and do another 10 comps after. Might be my biggest problem is you have spent time on the sporran and it shows, the other items look cartoony and hastily tossed in. My .02; good luck with this, sounds like an interesting project.
  9. Good looking porsche.. Can you describe what you are doing to keep the shape - the outline/contour - so smooth? It looks like a car made of metal, and mine look like they are made of clay (lumpy).
  10. Indeed. The walk cycle was created for a demo, although it may find a use for other projects. All depends on requirements. If you aern't violating a nda, what hardware?? Just curious. Cheers!
  11. Roaring: probably the A/C unit blasting away. Thanks!
  12. Rodney, This is from a real-time simulation. The environment is created offline, but everything (driver eyepoint, scenario vehicles, critter) are all controlled through scenario control, 60x/second. As such, the scene isn't actually put together in the way scenes generally are. The environment contains visual and virtual data to permit the host computer to calculate where objects need to go/be at various times.
  13. Interesting.. Should work (better) now. Thanks for the heads up.
  14. Greetings, This isn't the image quality generally enjoyed on this forum, but since it's my first A:M model to make it from point A to repository, I'm pointing it your way. The video is 22+M, and I'm unable to crank out another version. Hopefully it is a generally viewable codec. I know the deer is on the large size, but remember the camera adds 20 lbs and small objects tend to disappear in the simulator (strictly a visual thing, no alien technology involved). My thanks to the creator of the horse model on the v10 CD - this would have been a longer road without that leg up. deer walking
  15. I'll give that a shot, many thanks for the focus!
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