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brainmuffin

*A:M User*
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Everything posted by brainmuffin

  1. That's awesome! I'll take the render hit over having to rig treads any day! Is this going in the book?
  2. Well, since an .obj file is a 3d file, and .tga is a 2d file, I think you're going to have a very hard time converting... What is it you're trying to do?
  3. There was a solution very similar to conforming clothing, actually. DressMe. I haven't played with the plugin, but it seems like it does pretty much the same thing as conforming clothing... http://www.hash.com/forums/index.php?showt...06&hl=dress
  4. It's an incredibly well splined model. And you may not have been making they eyes too high, on purpose, but you've accidentally created your own style. Everything else looks good with her face, but her eyes look a bit beady. It's a general rule of thumb that smaller, beady eyes are better suited towards untrustworthy characters. The bigger the eyes, the more innocent and trustworthy the character is. This is even moreso when talking about female characters, as female characters should have larger eyes than their male counterparts.
  5. Good splineage. I would suggest moving her eyes down a bit, they should be at about the halfway point between the chin and the top of the head. Also, you could make them a bit bigger... Scratch that. I just took a look at your other characters, they have eyes that are a bit higher than normal, too. So don't lower her eyes all that much, if at all. But if you make them bigger, she'd look a bit more attractive...
  6. Hutch, I agree that a dissolve would really help. Don't animate the transparency of the models. If you have editing software, do a dissolve there. If not, it can be done in A:M, probably using layers, but I'm no expert on the compositing tools available in A:M. Also, my e-mail is llazzllo@gmail.com so you can contact me whenever you want me to help. If you don't have editing software, I do, and I'm glad to do whatever you need to get this project done well. I have school to deal with until mid-may, but even so, I can help between now and then. After about May 12, I have nothing, so I'm free full-time to help. Bear in mind that I'm finishing up an associates in Communications, and I've got several short films under my belt, plus I've been a teaching assistant for Motion Graphics and Intermediate Filmmaking. I'm well versed in Adobe Premiere, and After Effects. I just really like the look you're developing, and I want to do whatever I can to get this short completed.
  7. Why not use sprites, with high transparency, and use a bar shaped invisible emitter that moves toward the camera?
  8. You made a hole. If I click on one of the center CPs and hit , to select the spline, I get this: If I click one of the outer points and hit , I get this: Which means that you've still made the center, where you're expecting a patch to be, out of a single spline. So if I unpeak all the points, I get this: I still have to say look at the basic splinesmanship tutorials here: http://www.alienlogo.com/tincan/ It's all explained there clear as day. These tutorials might be ten years old, but they still apply, and they've taught many of us how to work with splines.
  9. Elliot: Take a look here: http://www.alienlogo.com/tincan/ Specifically the Basic Splinesmanship I & II. It's everything you need to know about how splines work. Jobe, you're cubes have internal patches.
  10. I think you just sold me on a copy of your book...
  11. Also, in the hammer clip, his front foot should make contact with the ground earlier, like just as the head of the hammer is coming out of the apex of the swing. Great characters, though. I'd gladly volunteer to do some animation on this project, just to play with them!
  12. Rob, the low patch modeling on this is awesome! I never would have thought of ending a hook on a 5 point patch like that, but it looks like it works great! This is the kind of modeling I've been striving towards lately, it's just so much easier to rig. One small crit: The point just above his front shoulder looks like it should be weighted to the shoulder bone by maybe 5-10 %, to avoid that little bit of a crease when he crouches.
  13. Ooh, a greeble kit? I musta missed that... Cool ship, too!
  14. It looks to me like no matter what, it's always the same plates popping. What is it about those plates? Are they reaching pure white on your displacement map? If they are, maybe you should bring the highlights down a little on the map, then boost the percentage of displacement... You could also experiment with the resolution of the displacement map, maybe a higher res would pop less?
  15. I seem to remember someone on the forum using a pure white HDRI map above a car to get a similar glossy result, too. Not sure, but I think it was Stian. (agep)
  16. If you ever doubt the quality of the animation going on here, check out "Iron Man: Armored Adventures". Your faith will be swiftly renewed...
  17. I wish I knew somebody for whom wearing a skimpy outfit was incentive, LOL! Like: "Could you come over and clean my apartment?" "Uh, no..." "But you could wear a skimpy outfit..." "Well since you put it that way..."
  18. Well, it's probably way overdue that I post a WIP thread on this project, so here's what I've got so far: This is the body for one of the two characters. Today I'll be working on modeling the head, texturing and rigging him. The other character is going to be cloned from this completed model. I'll need to make some minor changes to differentiate the two, like the other character will have longer sleeves, a thinner build, some minor tweaks to the face, and different hair/facial hair. But for all intents and purposes, the brunt of the work is going to be done on this character (Rigging, facial setup, etc) and the other character will just be a duplicate. Set1Test_1.mov This is a test render of the first set model. All the other sets except for one, will just be rearrangements of this set, with some props thrown in for variety. scroll_2.mov And these are my credits. They were all done in After Effects, except the scroll, which was animated in AM. Because the credits are animated, they count toward the final total, so I've got one minute completed out of 3-5 minutes required. So, by this Friday, I have to have the two characters ready to animate, as well as a scratch dialogue track to animate to. I've only got about 3 weeks left to the semester to finish this up.
  19. I found too, that when I was grooming my polar bear model, that if I hid the geometry of the areas I wasn't currently grooming, I got a much faster response. Try hiding the geometry that doesn't have the hair material applied to it in the original model. I have no idea why that might change the response time, but it might...
  20. Yeah, Marco's solution should work perfectly, considering how big the Irises are for the character, they won't need to move very much anyway. And, it covers what the tutorial I was searching for covered too!
  21. Hey, thanks Rodney! That might be just what I'm looking for! Does anyone know where the old tutprial on setting up a relationship to drive decal strength is at? I've been searching for half an hour, and I can't find it...
  22. I will definitely keep on this, but I have another WIP for class that's gotta come first. It's due the 17th...
  23. Nice! And I can create a relationship to use a bone to control it, right? Just like using a bone to drive decal strength?
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