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Everything posted by Scottj3d
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I'll look at that Jeff. The hands seem thin to me. The arms may be too long as well. Guess I wont know till I get the rig figured out and see if the hands are at the kneecaps when at his side(neandertal Seraphim). Certain perspectives seem odd when I look at it from different angles in the modelling window. Looking from above the head the feet appear to be huge but from the side seem ok. I'll check it out. Thanks
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I still need to tweak the belt to show more angle on the edges and maybe try to get the oval more even and lengthen the feathers, but I am glad you pointed it out R.V. The tweaking never really stops though. There is probably a medication out there for it but as long as I don't hurt anyone.....Now to see how many copies I can kill learning to rig it.
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I know it looks like I keep posting the same thing. Just trying to keep similar angles for comparison. Wings are bigger, the head is moved and the belt is updated.
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What did I say? "easy enough". Well it turned out I had to chop him in half respline and reconnect. It was worth the extra work to stay "true to the concept". Here is the belt updated. I will create the other rings with a bumpmap and try increasing the reflectivity to polish it or possibly make it flat and mirror finished. But input will be appreciated. Having a belt holding the disk does make it more complete.
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Jeff..my head hurt's!! I do have an idea for a scene though. If I can get it out of my head and into splines.
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Joakim, I see what you mean about the head. I'll be working on that(easy enough). As for rigging..I need to learn somewhere as I don't have any "others" to do it for me(unless you mean the forum) but where there is a will....uh... R.V you're right. I actually was thinking about re-working the belt. I wasn't sure how to approach it. Right now the DISK is just sitting there with no actual "belt" and I'm not "happy"with it. In my first post's the bicep armor was modeled differently so I went back and extruded then broke the underlying splines. I think I can do the same for the belt and maybe lose some cp's on the DISK(I hate that word). I also think I will enlarge the shoulder armor a tad. He's a bit cp heavy due to the wings,belt , hand's and as well as the face shield. I figure I can refine it a bit now that the bulk of the modelling is done. Thanks guy's...I appreciate the input! I'll post up some renders maybe tonight or tomorrow.
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And stitched.... All that's left is to tie the wings in after I blow them back up(I just noticed they were smaller in the final post?) and then I can start having rigging nightmares. I really want to get him working as I have some images I want to use him for. Thanks for the comments guy's it'll probably take me some time to work out the bones etc.
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Thanks Ken. I've enlarged the wings and am about to stitch the halves together. I can't seem to get the copy/flip/attach thing to work right so I'll do it the old fashioned way. I was playing with the lighting here (a bit dark) as I was trying different positions for the lights (AM Native) and the camera.
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He's all there now. Gotta make the wings bigger and figure out the creasing on the inner thigh. It's due to the design of the armor and I am not sure how to respline it. Soon as I do that I'll connect the two halves and run TSM2. Once I get rigging him down, I'll decal/texture him.
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Here's the armor...or what I have so far. I'm using a rotoscope (prt scrn) of my 1st body to place the pieces. I was planning to put them on top of the model but it would probably be more economical to fill in the gaps. Anybody got any ideas on how to create a material for the "chain" suit under the armor (gaps)
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Thanks R.V. I want to use this one to learn the skills of rigging. Tried on some other models only to find I have a mental block to get past. I have tsm2 but really don't know enough about getting the bones right where I want them and to move right. I've spent 2 years modeling in AM just because I enjoy it. But recently decided to try moving on. I have another WIP sitting around but I need to learn the basics of rigging and animating characters before I can do anything with it.
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Clay in my hands is natural. Adapting to software was (is) difficult. What I like about modeling in AM is even though it is non-tactile,in it's own way it "feels" like sculpting. I wish the animating were as easy! Here's the helmet as of 2 hours of experimenting. No adjustments to the surface yet. I rendered a copy paste to test weather it was proportioned right and figured I'd better get something from AM on the post.
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And the sculpture of the same. Done with plastilene clay and later made molds of and cast in fiberglas.
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All the recent post's in the R&R section have inspired me to start a new model. I plan to get this one rigged and animated eventually. I have started the model but won't have anything to post until this weekend. Here are the concept images. I am not a religious person but was taken back to a time that could be seen as a religious one. (the experience anyway). I sketched it and sculpted it for my mother when she was experiencing her last four months of life.
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I'm interested in that Beta!
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Looks great!. I'd like to see it as a high detail model as well. Maybe an animated one.
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That's fantastic! I watched it swim on your website. How much "strain" does that put on your PC? I can't imagine working on that model without getting lagg! That's the kind of "stuff" I hope to be able to make!
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It looks very photorealistic to me. Nice modelling!
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I used to hate when the wires in the arms and legs would break from overuse. Looks good!
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Here is a closer look using "hair" for feathers. I suffered a serious performance decrease after adding "hair" so all I could do was his head. The effect was good but I doubt he will be animated with hair. As a matter of fact you probably wont see much more of this guy anytime soon. I learned some things building him and he will have a small part in the story so for the most part he has served his purpose.