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Hash, Inc. - Animation:Master

jakerupert

Craftsman/Mentor
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Everything posted by jakerupert

  1. The CD is a better choice for me. Gives me the opportunity to work on one PC , while at the same time use my other two PCs for rendering. Also in case Hash might go bottom up - that god may beware - I still have the CD. But I nevertheless use a subscription for my laptop, because I don`t always want to carry the CD around.
  2. Hi John, Thanks for refreshing my memory! >HEY JAKE! When we gettin together to do a project? You will find, that we had very similar ideas! ;>) ake
  3. I somehow forgot how to do this. I have made a boolean cutter that is meant to cut the hull but not the innertube of this screw. So, how do I achieve this? Cant get it to work: see picture BoolScrew.mdl
  4. >The only downside is you can't apply a left hand normal decal, mirror it and apply it to the right side since the "polarity" of the mirrored decal is wrong, as shown in the third image. So you have to generate left and right side decals. Still far easier than adding modeled rivets. Maybe its ghone with 16. Great Model!!!
  5. Ha, ha great Troll! Really nice design.
  6. --- SpiralestA.mov
  7. Looking very good so far, except the right hands fingers pose could have some rework, if you want to have it more realistic...
  8. WoW, I like that model. Is it custommade? Just the tail acts somehow a bit strange, starting to move too low, I guess....
  9. Hi Nancy, To my taste the SSS doesn`t add anything good. The skin looks like from Madame Tussauds cabinet. (waxy) (That also goes for the Forwood chara.) Sorry, but am I alone with my opinion? (Maybe the AM SSS is not really at the breakingpoint yet?)
  10. Looking good. I would give the bright side some colortint as well. mybe this could have been done with a materialeffector also.
  11. nice model! (you seem to have some flipped normals still)
  12. Well done so far. Could you post a shadedwireframe of your "Zorra" with and without dress for better judgement?
  13. WOW! WOW! WOW! Really beautifull work and excellent splinemanship! I like your style! What is trapcode?
  14. >For the fog I'd experiment using a fog image that is all black at the interior of the tunnel. This might prevent the tunnel from looking like it's illuminated inside when the train goes through. The image might look something like this: is there a way to aim that picture correctly or will this have to be try and error?
  15. >regarding the animation: i´m with you when you say that physics defy reality in a cartoonworld, but you should take care that it doesn´t look "wrong"... in a cartoonworld physics are most times just exaggerated, not inverted so why would the train slow down BEFORE it hits the car? and why is the car thrown away with a much higher speed than beeing hit? even in a cartoon-animation the basic physics should not be thaaat wrong. Its not animationcritictime yet! Hopefully I will be reaching there in a few years. (joking again, hopefully!) Thanks for your help!
  16. Any ideas anybody, why the truck in this scene is flickering? Is the fog in the camerasetting overriding the setting of the render? Is a skydome cutting down or extending rendertimes? Any ideas?
  17. >Maybe I should broaden the mouth a bit??? By the way, you never showed us, how you solved your eyesocketproblem now?
  18. If you go along these instructions, you should be safe: CFA_TUT.rtf
  19. I find the software Vern is using, Anime Studio Pro 7 at 179,-€ is quite worthwhile for 2 D and even to work together with AM on certain aspects. Sometimes I am thinking, if I would have invested all the time, that I put into learning and experimenting with AM into just drawing a movie like Bill Plympthon did, maybe I would have had it finished by now? Oh, well ............
  20. this is cartoonworld, where physics defy reality... ;>) Jake
  21. Hi Walter, Great test, looking very good. How did you do your enviroment? ;>) jake
  22. Some results from my tests from the FAO thread: This is just some nonsense further testing the overall looks and animation rendering times. Added some fog. No Fake AO this time. Merry christmas to everybody here on the forum!!! HedgehoglandTunnel231210.mov
  23. >´ll have to try that goup thing, i´ve tried to set the null shader for the whole model before, that didn´t have any affect...
  24. I don`t know much about all this, but doesn`t the FakeAO render instead of the nullshader give you a depthmap as well? So couldn`t you use a FakeAO only render to use its in post for your purpose? What I do to activate the nullshader easily in each model is make a group with just the nullshader and put it on top of all materials groups, thus overwriting all the others, to deactivate again I just drag these group on first place in the group branch. The decals you can deactivate easily with the decalbottom. This way it won`t be that much work to get the nullshader going.
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