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Hash, Inc. - Animation:Master

JTalbotski

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Posts posted by JTalbotski

  1. Hi Jeff,

     

    I would lose the indentation at the chest/stomache joint area and give him a big full round body like in the sketch. The sketch also has his head about a 1/3 the size of his body, but your character's head is about 1/4 the size of the body. I think if you make the body shorter and rounder it will fix the proportions difference.

     

    If you can make the cheeks and neck a little chubbier, too, that would be good.

     

    Nice stuff!

     

    Jim

  2.  

    I'll get Frank Silas to send you Woots Mom. I emailed Jim Talbot as he has got Thin Farmer (not sure if the body rig has been added)

     

     

    I've sent all the models that I received (and were approved by Bob) to Mark Skodacek for adding the squetch rig. He puts them up on the SVN thingy when they are done.

     

    Anyone rigging them with the FACE rig, should either get the model from Mark or the SVN after "receiving" everything to make sure you have the latest file.

     

    I can't get to the SVN thingy anymore because of an Options panel issue, so I don't have any of the latest models myself.

     

    Jim

  3. Thanks, Paul. Even one light adds so much to a scene. The fog does wonders also.

     

    Those render times are encouraging. I think I was worried based on my own Mac system's render speed (or lack of it) with particles and raytrace shadows.

     

    Jim

  4. Paul,

     

    I think the trees look wonderful! Even though I will want to change some colors in the texturing phase, they have a fun style to them.

     

    But I have concerns about particle leaves if we are going to use raytracing lights. Particles/hair render either extremely slowly or poorly with raytrace lights. Unless we use multipass, the results will be unacceptable (to me anyways). But multipass will take forever to render.

     

    If we are not going to use raytrace lights, I will be very disappointed. Z-buffered lights make things look very dreary and overcast.

     

     

    Can you do a test render of some of the trees with a raytracing light to get an idea of how they will look rendered that way and let us know how long it took?

     

    Thanks,

    Jim

  5. Yes, these are just colored with shades of gray assigned to different groups. My thinking is that they will be textured after the animators have put them through their paces enough to lock down the mesh and rigging as final as possible. Then do the texturing while the animation is continuing.

     

    Thanks,

    Jim

  6. Colin,

     

    At the moment all cloth simulation is put on hold. They are rigging all draping cloth with dynamic constraints instead, and the tighter cloth will be weighting and smartskin. So I would model just what you see, head, clothes, hands, legs, etc, without the full figure under the clothes.

     

    Looking forward to seeing her come alive.

     

     

    Thanks,

    Jim

     

     

    Edit: After looking at the sketch again, I want to amend what I wrote with the suggestion that you model her full legs and not just what you see. I'm sure you already understood that, but I'm just trying to avoid misleading anyone.

  7. Hang in there, Jeff. And yes, I'm enjoying this. :)

     

    Sometimes to get eyes to work that way I make the eyes a little wall-eyed, and then bring them closer together inside the head. If the eyes overlap inside the head, that doesn't matter. No one will see or care, unless they're very anal-retentive.

     

    And feel free to adjust the size of the iris and cornea if they get too big.

     

    Jim

  8. 1: Do you want me to change the shape of the generic loon and the main loons to a more teardrop shape (shape shown in references), or keep it the same?

     

    Teardrop shape like the sketch.

     

    2: Do you want me to give the chief and king real eyes, or keep the bead eyes? If real eyes, how will that work with transparancy?

     

    Real eyes for now, I don't know if we are going with the transparency. It seems to be causing too much trouble already.

     

    3: What size is the king compared to the generic and chief? Middle?

     

    I would imagine him to be close to Tinman's height or 1/3 taller than the generic loon.

     

    4: Is the generic loon ok, or do you need changes to that (other than body shape per question #1)?

     

    Well, I'm just going by Bob's sketches, so I would say the head needs to be bigger. I don't recall if there are many scenes where the generic loon has to say anything, so I don't think they have to be modeled for lipsync. As it is, I think the mouth could be bigger.

     

    5: I notice there are nostrils for the chief (I'm assuming the king as well). Do you want me to put them in?

     

    I guess.

     

    6: I notice that some refs have eye brows, others do not. Should I put in floating eyebrows or not?

     

    I think they are necessary for getting good expressions, so yes.

     

    7: I notice that they have insides to their mouths in the refs. Do you want that? Will that work with transparancy?

     

    Model everything, we'll figure out the transparency later.

     

    Of course, all this could be wrong so maybe you should wait for Bob's comments also.

     

    Thanks,

    Jim

  9. Hi Jeff,

     

    We need to have 3 different loons, the king, the chief and the generic loon. Each is a different size.

     

    We need you to give more character and unique face to the 2 main loons. The splinage has to be increased to be able to get the expressions you see in the pics I sent. For instance, the heads aren't just round balls but have brows and cheeks, etc. If you want me or Bob to draw more accurate sketches let us know, I know the ones I sent are pretty loose.

     

    Jim

     

    Edit: I've attached the sketches Bob did, that I sent to you for easier comparison.

    post-18-1135192809_thumb.jpg

  10.  

     

    another idea, make the packpack smaller. I like this one best.

     

    David

     

     

    I like this version better, too. As far as I know, we are going to try to use particle hair. At least try anyways. It looks like simcloth is out of the picture, though, so I can't say for sure if particle hair is still an option.

     

    Jim

  11. Hey Jeff,

     

    Congratulations on a great model. If you can send it to me, I would appreciate it, just so I can update the group shot thread. I believe you're supposed to upload it to the dotproject whosamawhatsit, through v13 somehow. But before you do that, I would like to look at the hands and just double check the model.

     

    I will PM my email address to you.

     

    Thanks,

    Jim

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