sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
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Hash, Inc. - Animation:Master

Paul Forwood

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Everything posted by Paul Forwood

  1. Ah! Great! I had to force Windows Media Player to accept it.
  2. Quicktime refuses to play the movie for me! What codec did you use, Stian? I have the latest version of QT but perhaps I am missing a codec.
  3. That last link doesn't work for me. I'll try again later.
  4. That is another brilliant piece of work, Stian! The problem with anaglyphys is that no matter how hard I try to see around that corner it always just eludes me.
  5. The bus stop set looks great, Mark, and the concept has a lot of potential. Edit: Maybe you could make a little more of a stage by paving right out to the curb at the bus stop? It would keep passengers feet clean on wet days and would also remove the need to trample the grass down where much of the action takes place.
  6. Great tutorial, Holmes! The Hypercam 2 information is excellent too!
  7. Meticulous modeling, David!
  8. That left one is very nice, Mark.
  9. Cheers, Myron! Too late at the gate, huh? I'll never have the video finished in time for your CD's release but, oh well, that's just another one that got away.
  10. Thanks, guys! No that's not George, Gene, it's Charlie. No recognisible polititions in this. Edit: (Oops! Spelling again! I must make a mental note: Insert CIA into politicians) Thanks, Robert! Ken, I take your points about the fins and the eyes. they are both on the "to do" list along with the bump, specular and colour maps. I've been playing with mud. This isn't a set that I am using in the video, other than the mud model and action. I'm just testing stuff. A short animated example can be found on my blog, (See the "Fishin" link below).
  11. He looks terrific, Mark! I love those proportions.
  12. That's cool but if you want an arched rainbow you can use a cookie cut rainbow and then adjust the transparency of the patch.
  13. Thanks, guys! Here is another character:
  14. Thanks, Rodney. There is a little WIP update on my "Fishin" blog if anyone is interested.
  15. Nice one, Gene. I love that Noah model!
  16. Sorry, Matt. I didn't mean to be overly critical of your animation. As you say it has much to do with the rigging and weighting, particularly of her arms. Yes, A:M particles/hair have improved immensely over the past couple of years and you have always produced great examples of what you can achieve with them.
  17. That seems like an insane amount of work to have done in such a short amount of time, Matt! I agree with Fuchur's comments, above. When you have all of your sequences worked out take a second pass at some of the animation, try giving Sir Nigel a bit of shoulder movement. When editing try keeping the girl's movements synchronised to the beat. I have to say that your women scare the $#!% out of me! Were you thinking of football when you modelled her? Fun though A cheeky little number, Myron!
  18. Well, yeah! That's what I'm talking about! Just so people realise what is on the deck of that enormous model. You get another "Amazing!" from me. -------------- Edit: I should have looked back at the last page of posts. I didn't realise that you had already posted renders with an environment.
  19. That is just incredible, Stian! I know that you are a stickler for modelled detail so could you possibly show a closeup of just one of the life boats? How about adding a circular plinth with waves crashing against the bow of the ship?
  20. Here it is before I start tweaking: ThingFloat_A08_b.mov Now I can get on with fixing the rigging, textures, particles, etc and then move on to doing the actual animation for the sequence. This was just my test piece.
  21. I agree. Just amazing! I am amazed that this project hasn't become so patch heavy that it becomes unstable. What is the patch count now, Stian?
  22. Eureka! I moved the project into A:M15 and all the problems vanished. I remembered that Steffen Gross, (Yoda), did an amazing job of fixing the problem with particles, alpha and fog about a year ago and wondered if those fixes would have an effect on this project. I have a beta version of A:M15, which I was using to help with testing, so I brought the project into that and everything went swimmingly! So it must be time to upgrade my licence. A:M 14c still works solidly in almost every way but the alpha thing was a stumbling block in several projects. I'm so pleased to have found a way forward without compromising the original vision. Thanks again for all your suggestions, people, and most particularly to Steffen for continuously smoothing the path.
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