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Hash, Inc. - Animation:Master

jakerupert

Craftsman/Mentor
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Everything posted by jakerupert

  1. >The first things to check are normals pointing outward and internal patches maybe? Just a guess ................. Jake
  2. Great.... what do you folks think of making the licenceagreement for profesional use that way, that only people, who have contributed to the city, are allowed to use it? The intention is clear, I presume? ;>) Jake
  3. Hi all, The idea off having an Hash-opensource-city, that everybody can use freely as sets for ones own movies really faszinates me. Just think of all the possibilities, when time by time even models with heavy splinage will become less problematic with the computerspeed and Ram encreasing steadily, finally even an online-comunity could be possible, with every hash-user building his own house or apartment and having his own avatar, maybe with arcticpigs, but stop, maybe thats aiming too far for the time being. Lets start simple! I would suggest two versions or maybe two parts of the city, one proxy-like with just decaled blocks like in a game and one more detailed and even with interiors in parts ( I think, this could be reached by a modular aproach ) I started a thread on this in the German-hash-forum, to make a part of the Hash-city, thats mostly Germanstyle, that could be integrated lateron into the big Hashcity. I called it "Hashburg". Anybody interested in the modell can download it at: http://www.jostkeller.de/dreid/testing/hashburg220805.prj If anybody else is interested in contributing to this modell, even smaller parts, just pick one of the proxyparts and model happily away on it in an own project, so that it can be integrated later on. What do you folk think of the model? Well at least its a start ;>) Jake
  4. jakerupert

    Singer

    and......................: YEAH ;>) Jake
  5. jakerupert

    Singer

    Wow, first time I am stumbling over this threat and when I started with page one, I have to admid, that I didn`t expect, the model would become that good!! Excellent style and modeling! Looking forward to see some wireframes..... Congrats ;>) Jake
  6. Hi Jack, This is still another a big step forward from what I saw last. Great work!!!!! One minor think: Why not give eyeball some eyelid blinks as well? I think , that would add more expression to him, thats otherwise a bit difficult to achieve...... ;>) Jake
  7. I tried a wingsfold. In an action I got half the way in bonesmode, then I had to change to musclemode to reach the final folded wing. By doing this ,I accidentally moved some cps when I scaled a whole spline running through body and legs.. How can I get rid of this specific musclemovement again now? I see a lot of splinenumbers but how do I find the apropriate splin? Any help on this matter anybody? and what do you folks think of the wingfold? ;>) Jake ( I wonder if this " Solving one problem- running into the next will ever stopp....) Jake SeagullWingcloseS110805.mov
  8. I know this animation is bad, but I just wanted to document my happiness about my first full"fanboneTSM2rigged character. ;>) Jake SeagullHopp2S110805.mov
  9. I posted some TSM2 flytests in : http://www.hash.com/forums/index.php?showtopic=16329&st=0&
  10. So this is my first finalrendering-result. The good think: my old 1.4 Ghz Athlon rendered almost 4 days on this without crashing! (I wanted to test this) , the bad thing you see in the movie, but I have already certain suspicions, what this could be......... http://www.jostkeller.de/dreid/testing/DelageShowroomX.mov ca. 5 MB I didn`t tweak the animation for the time being, volumetric lights, motionblurr and DOF are on...... ;>) Jake
  11. I rendered again with the quality auf the volumetriclights set to 200% and the shadows switched to z-buffered, but its even worse. Now you can see the wireframe shining through the car in the background. What do I do wrong with these volumetric-lights? Somebody must have a solution for this...I guess? ;>( Jake
  12. Thank you all, I will think about , what of your suggestions I could still integrate -...... but first I have some finalrendering problem: When I render this scene I get some strange artifacts. I have set the lights to Quality 100% Brightness 10% and Contrast 50 %. There is motionblurr, shadows and DOF active. Also Multipass on. Any ideas what can cause that and how this can be avoided? Thank you all ;>) Jake
  13. Hi all, Please have a look at my testrender at: http://www.jostkeller.de/dreid/testing/DelageShowroom217.mov ca 9MB Download Any suggestions what I could do better, before I start a finalqualityrender? Jake DelageShowroom215.tga
  14. Could you explain more in deep, how you did the one with the wave please? Great stuff!!!!!!!!!!! Jake
  15. Thank you very much for your suggestions, I will procceed as you said and struggle some more. :>) Jake
  16. I fiddelled around with the lights one more whole day and..... it got even worse!!!! I find it very frustrating and difficult to fumble with the lightsettings. And... I couldn`t go back to the better stages I had before. How do you veterans and pros handle the lightingwork to avoid this. There must exist some workarounds before the compostingfeatures of AM12, I suppose? Jake Maybe I pose the new pic later to demonstrate?
  17. Well after many tweaking and fumbeling and lurking into other threats I achieved this. There are a few issues still: ---In the chimney are two lights one klieg and one bulb, the Bulblight seems to shine through the wall, though I checked the nulls and made it massive. ---The bear in the foreground doesnt seem to cast shadow. ---The standlamp still doesnt look quite right to me. ---The granit .mat on the hall,colum seems still a bit too big, though I scaled it down to 8 % already. Anyway besides of this I am already quite content with what I have got. Any hints and comments are welcome ;>) Jake
  18. Wow, this is really great stuff!!!! Perfect timing... The one with the cat is so funny! ;>) Jake
  19. Very beautifull style and the animationcontrols work perfectly, I think. What`s that little thingy coming up next to the moon? ;>) Jake
  20. and third the lightcone on the ground is looking very harsh......
  21. O.k. thank you very much, I will try this as soon as possible, but when I look at your project, I find too things strange: 1.- you just put the light above the bulb in the chor but not as a bone into the model. I want to learn how to do this, that the models get a proper lightfunction, like with the standlamp and with cars for instance. I must be missing something still in achieving this result.... 2. -In your decaling-solution I see 4 stamps each, wouldn`t be 2 cylindrical applied stamps be enough? ?:>/ Jake
  22. Thanks triath, i will proceed as you suggested , but first I have to overcome the difficulties with the standlamp. I made the bulbpart of the model transparent like glas, then I put a bulplight inside with a bone. The lamps cover I made 40 % transperent with transluceny 40% also. The bulbs intensity I put to 80% with 208 and Fall off 300 and this is what I get. I dont feel that this looks like a decent reading -light yet. What am I possibly doing wrong? Any idead? Jake?
  23. I tried to use some textures and lighting for the first time to achieve a certian style. Here is the result for now. Many things are still bothering me though: -The lightbulb in the standlamp next to the comfychair doesnt seem to work correctly. I made the bulb and the cover transparent but the light is not showing enough still. - the texturemap for the wall are tiled and double applied for bump and colormap. I am not sure , if they show correctly and are properly aligned positioned. -the oak material for the wood works quiet nice, scaled down to 1 % except for the backwall of the big bookcase , where they seem to big scaled somehow. I will try struggeling some more. Any advice is highly welcome ;>) jake
  24. Very nice walkcycle, good timing. Would love to download it...but When I try to save with the right mousebutton I only get an index.php offer for download. I think it worked before. Anybody has some advice on that matter? Jake
  25. I tweaked the stroll a bit by moving the pelvis and find out about the dynamic-constraint: to be applied at the end of the bonechain , not at the beginning. Sometimes it helps to read the manuel. Now I am quite content. How about the stridelength? How about the up and down movement? Are they o.k.? ;>) jake poodlestrollPathN220405.mov
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