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

Hash Fellow
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Everything posted by Paul Forwood

  1. Peter, I get the following error when I click on the link to your newest work on the 'Sweatbox' page: "You can email about this error, but maybe you just tried to go too deep into a site that -ahem- doesn't have much depth to it. Consider going back and trying another link." Edit: If I right click it gives me a filename of 404.htm to download so I guess that is an error too.
  2. You've been too quiet, Peter, but I'm glad to hear that it was for a good reason. Hope the studies are going well. Your website is looking good and I am looking forward to seeing further progress on your movie when you are able to give it your time. Congratulations on passing the half-way point!!!
  3. Nice work, Daniel! The only criticism is your own personal character, Earl Grey. It looks to me like he has had his collar torn off. Perhaps you could lift the collar and bow-tie a little. So, where are you doing your degree, Daniel?
  4. Hey! That looks like me sitting in that chair! Except that I have shaved my beard off now. How'd you do that? Really though, that's pretty cool! Nice textures too. So, if that is a real person how did you handle it? Is it a static, cookie-cut image? I'm glad you chose to zoom out from his eye rather than his stomache. I would love to see the final!
  5. Okay. I'm with you now, Nancy. This character has enormous potential but she's got alot to answer for too. An ecological sitcom could be very popular if you can hit the issues from the right angles. Good luck with this, Nancy. I look forward to seeing where it goes.
  6. Beautiful, Nancy! She looks as if she would have some interesting tales to tell. A lady of some style, perhaps with an association to the theatre or another area of the arts. I guess, as Mutha Naycha she would be accomplished in all things. She would also have excellent balance. Or perhaps you could have her become unbalanced when dancing with over-industrious industrialists. Palette and textures are beautifully handled in your inimitable style, as always. I love the character and her costume but if you will forgive me one small criticism, I think her bag looks too heavy for her to be holding up with only two fingers. Or perhaps the contents are very light? Not like any lady's bag that I have ever known ( Perhaps it contains magic scales? ) I look forward to seeing more.
  7. Oh, wow! All bow down to Dimos! You are the man! You sure have had your fingers in some very tasty pies. Excellent work, Dimos. So, you worked on Spirit, among others! I would love to know how the rushing water was done but I guess that would force you to break a non-disclosure agreement, eh? The opening sequence for that film is just gorgeous. Some very impressive work there, Dimos. I am very impressed.
  8. These guys should audition for fA:Mtasia. I think they would get the part. I enjoyed watching it over and over and over again. They need sequined suits though.
  9. It's great to see that you have managed to jump all the recent hurdles, Mike, and that you will be able to concentrate more on what you want now. Have you tried animating the blood by moving a drip object from inside the hand? If you use two drips you can have it drip off the edge of the hand. Just an idea. Hope to see more here soon.
  10. I love the model and the render but the pose of the watch would be improved if you could introduce another element to prop it up slightly so that it displays it's face more to the viewer. Perhaps if you use the slate idea you could prop the watch against another sheet of slate. Great work, as usual, Stian!
  11. Paul Forwood

    Singer

    Yeah!! Beautiful modelling, Vincenzo!
  12. Wow! This is going to be another amazing creature. I think that I would shorten the upper leg quite alot but that is just my opinion at the moment. I am sure you'll find your own balance of proportions. Can't wait to see it with his 'bad' head!
  13. Great model and textures! The thing that bothers me is the background. She appears to be standing on the same ground level as the buildings yet the camera is higher than some of those high rise structures. Either they are very small sky scrapers or she is one huge babe.
  14. Looks good so far but perhaps a little more tweeking would finish the job. I suggest: 1) Make the chrome more reflective. It may just need something to reflect. 2) Make the seat darker. 3) The main stem of the handle bars looks almost the same diameter as the section of frame that it slides into, I would increase the diameter of that length of tube or decrease the diameter of the handle bar tubing. 4) The back brakes appear to be missing. Better fit them before going down any steep hills. 5) A badge on the front of the frame and perhaps some decals on the rest of the frame and you're done, I think. It looks great anyway!
  15. Nice grass, Phillip. I am just trying to get grass that will behave in a predictable manner. This example shows grass that returns to something close to it's original position but I still can't get it to come to rest. For this I set the Dynamic Options for the Hair System to (Mass=0.1, Drag=5% and Angle Limit=20%). (Sorenson3, 454Kb, 5 seconds) Because of all the movement the heavy compression has resulted in a loss of much detail.
  16. Here are some screen grabs of the settings: I just want to add that I have not been able to produce grass that springs back into it's original position once the force has passed. My grass just keeps on acting like it's blowing in the wind, even after 30 seconds. It would be nice if we could get a bit more control on hair so that we could predict the sort of results that we are likely to get by mastering the properties. Maszie, your grass seems to have a nice spring to it. Do you care to share your settings?
  17. Hair and forces is something that I have played with from time to time but have not mastered it by any means. Here is an example of a Fan force directed onto dynamic hair. The hair is pretty much left at the default settings except that dynamics are turned ON and the Targeting is changed to Spring. Not the clearest of examples. EDIT: I missed your example before posting here and I can see that you are at least as far as I am with regard to understanding the properties of hair and forces so just ignore these posts. I will leave them as another example of my ignorance.
  18. Looking good! The composition could be improved simply by standing the guitar up and rendering, or cropping, to portrait proportions. Welcome to A:M.
  19. Nice work, Dale! Those claw feet are like 'claw and ball' feet but without the ball. To make them look a little less delicate you could have them clasping a round stone or carved skulls or whatever. Depends on whether you are going to animate them though. Vern, I was working on a very similar idea myself for the mechanical contest! Mine wasn't steam powered though but wind powered. The collective consciousness is alive and well, or maybe we are all just more likely to converge on the same ideas here in this community. Actually the same thing happened with the Fantasy contest. I was browsing the M&S entries one day and found that someone was producing something spookily similar to my 'Fantasy' piece.
  20. That looks very good, John! So are you saying that the trees are painted and used as hair images with 'Face Camera' set to 100% for the hairs? If that is so I am very surprised because you seem to have managed to get fog to work with hair. Or did you use some other technique to produce that fogging? What version of A:M are you using?
  21. That's cool, Jamagica! Whatever works.
  22. So far so good! They look like they could co-exist with the Rolly Polly Ollie characters at this point. I like the spike motion. Are you using 'lag' or 'orient like' with varying percentages? Looking forward to seeing what you do with their bodies.
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