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Hash, Inc. - Animation:Master

brainmuffin

*A:M User*
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Everything posted by brainmuffin

  1. Are we limited to one entry per user?
  2. Yves posted some stunning topology some time ago too...
  3. I finally found a link to it: http://www.cs.cmu.edu/afs/cs/project/face/www/facs.htm It's apparently a good reference to have for rigging and animating faces.
  4. Very cool! Love the look, and the simple splineage!
  5. Some small progress... She has a middriff now, and a belly-button... and some clothes.
  6. Thanks guys! Matt, I'm definitely going to make the hair cloth. Probably going to be longer when she's finished, too. I might even experiment with cloth for her bosom as well...
  7. Lol! They're actually a lot smaller than some of the references I have! Once she's done, I'll make the size adjustable with a pose slider. Just wanted to make sure the mesh could stand to be that big...
  8. Made some more progress. chest is done, Shoulders need work. Made the jaw a bit smaller, it was easier than making the top of the head bigger.
  9. Just a quick technical answer: There IS such a thing as "exploded view" in real life. http://en.wikipedia.org/wiki/Exploded_view_drawing
  10. You could be right, Jake. I'll play around with it tomorrow night.
  11. Haven't had time for more modeling, but I did an AO render, I think this is going to be the final look, but I'll play with the "fake AO" for animation renders...
  12. I had thought about that... but I think from certain angles they would look funny.
  13. Yup, that's exactly what I did... Should it be reported? I'm going to continue with the workaround, I'm thinking of using a gradient for the transparency on the bangs, might even give them pointy bits on the ends.
  14. DressMe is here: http://www.hash.com/forums/index.php?showt...&hl=dressme Some slight progress: I couldn't get the anime eyebrows material to work. I even put the occluded by eyebrows material on the bangs. Does it only work with a toon render? as a workaround, I made the eyebrows a little thicker, and made the bangs 15% transparent.
  15. Fuchur: Here it is: http://www.hash.com/amtutes/Bootcamp/EyeTut.html DJBREIT: She's gonna be a "chibi" style character, like the little munchkin sprites from the old NES Final Fantasy games, so she's gonna be shorter & stockier than your average anime character. That's also why she's got the cutesy face. But once I get the head completed, it shouldn't take me too long to morph it into a more average anime head, just some distortion box & magnet mode work... I have been considering for a while now creating average male & female anime figures that could take advantage of the DressMe plug-in. They would be stock figures similar in function & features to the characters in Poser. Character packs with new clothing & props could be made for them, etc. The only two things holding me back are: I'm not sure I have the time, & I'm not sure there's too much interest for that. Although if I have the time, I'll probably do it anyway, just to have...
  16. Thanks! once the head is done (w/hair) I can put that up on the cue. It's not for a specific project, but when she's done she'll be built like this: Although the outfil will be different. I'm probably going to set her up so that I can use the "dressMe" plugin (I think that's what it was called) to make swappable outfits for her, too.
  17. Now it's a head! I'm going to do the ears as separate pieces, so they can be swapped out for elf ears or catgirl ears. They just need to stick out of the hair, anyway. So, hopefully ears and hair tonight. Btw, I can't remember the deal with anime eyebrows. I know there was a way to get them to render through anything in front of them, i.e. hair, but I don't remember what it involved...
  18. I think if I use spheres for the eyeballs, then parent them to an "eyes" bone, and scale up the parent bone, the eyes should hold their shape when looking up or down... There was a cartoon eyes tutorial around here somewhere that discussed it. Here's more progress:
  19. Cool. That looks much better. Will post results when I get some more progress done...
  20. Thanks, Robcat! um, how do I use the glossy shader?
  21. Had an urge to model something, and an idea to try doing eyes starting with a lathed shape. I'm happy enough with it to try finishing the head.
  22. Steve, out of curiosity I have to ask, if you animate it going from say, 0 to 1, over say, 5 frames, does it smoothly transition, or does it "pop"?
  23. That five cd package is five identical program cds, and five identical Art of A:M tutorial guides. Unless you are planning to recruit four friends to help you out, and they are willing to chip in with you, you don't need all five disks & books. Just one... Or you could go with the one year web subscription, that's even cheaper. I like having the disk, though.
  24. Some notes on magnet mode: To begin with, turn on magnet mode and select a single cp. The yellow circle around it is the falloff zone. You can adjust it with the little handles on the circle. You can use it to tweak one cp at a time (and affect the surrounding cps) OR, and this is my favorite part, you can select multiple cps, and affect adjacent ones to the group! Very useful for moving a spline ring, or a body part around. Best example I can give is this: (and it's incidentally how I accidentally found out about this) Let's say you're modeling a head, and you realize that the eyes need to be closer together, or set further back. If you select the entire eyeball, and turn on magnet mode, you can drag the eyeball around, and the eyelids will move with it!
  25. Nice. Don't forget the windows!
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