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

jakerupert

Craftsman/Mentor
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Everything posted by jakerupert

  1. >i will it be possible to use AM v 16 to make a movie like MEGA MIND. If yes, then i am in the right path to achieving my dream.
  2. ....or take a look at this thread, which tried to establish a "Hash" comunity city: http://www.hash.com/forums/index.php?showt...amp;hl=Hashburg a pity that atempt faded away...
  3. Maybe they mean its more the hooks that still create problems?
  4. Very nice model! (Nevertheless it`s always kind of bewildering to me, that so many people put so much effort into copyrigthed stuff instead of creating things of their own...) GUTEN RUTSCH! and may you all have an exciting and succsessfull year 2012!
  5. Hi Paul, Love your versions of Felix and Mr. Natural!!! Hope I will see some unitystuff from you someday....
  6. Must have been around A:M 8.5 , a quite stable and reliable version I started out with.
  7. theres some good blueprint and also sideview image of a N 17 there.... you are very close, some minor details, seems your nose is slightly too round for instance. ehhr...I mean your planes nose naturally.
  8. A:M used to have a weatheringfunction once upon a time, when I started, 8.5 it was a decade ago, that was dropped sometime, so I guess A:M paint would be the best way to go. Nice plane. Did you use blueprints as rotoscopes?
  9. Great model as always. Maybe you could add some interior light to the VR, it seems a bit dark all over... Just went to the Solaris website, because I had never heard of that company before and WOW: What a succsses story in such a short time. Its a pleasure to read.
  10. Happy birthday Sebastian. Are you still with A:M and 3D?
  11. As far as I understand it, the only reason for this workflow is the good and fast rendercapability of Modo, right? So would it be possible for Steffen to lift A:M`s build in renderer to a similar level or would that be too big a task for one single man?
  12. So I asume the MDD workflow would work with any other 3D app also like C4D or Blender for instance?
  13. >QUOTE(Fuchur @ Nov 17 2011, 09:30 AM) QUOTE(Gerry @ Nov 17 2011, 07:33 AM) Even the girl in the Lefax ad? Just pose sliders for the face? You really don't need facerigs... they are often more limited then good poses which can be blended and added to each other much better. I only use small "rigs" for eyes, maybe for the nose (for dynamic constraints, if it is useful and necessary) and the chin... Everything else can be handle with poses in a less complicated and nice way. But that is just a matter of taste... See you *Fuchur* I've been waiting a long time to hear someone else say this... but that might change in the future...
  14. >(yes it looks a bit crappy but you shouldn't care much)
  15. Herzlichen Glückwunsch zum Geburtstag und vielen Dank für Deine tolle Arbeit!
  16. Great movies! Great workflow! (Is the second one not open to the public any longer?) So did you generate great interest amongst Modo`s users to use A:M for their chara animation substitute by your great example? Maybe that would also work with other apps that don`t offer chara animation capabilities like Z-brush? Could maybe widden the userbase of A:M considerably ...
  17. Very nice model and above all: she really has character!
  18. >We will see if transfering of Displacement-Maps is an option or not
  19. >Steffen is currently implementing the Retopology-Tool and he is quite far with it. It will be available in v17. Seems, that means, you will be able to animate nextlevel gamecharas from Zbrush in AM, am I right? (that would be just too cool to be true) "So" I see, that you are still stuck in the so/though mixup trouble ;>)
  20. Hi Wildsided, Thanks a lot, much appreciated...
  21. hi Rodger, Great find! I guess this is, where some retopologytool like "snap cps to underlying surface" would come in handy? Isn`t the adjustment of all the biashandles very tedious?
  22. the plugin is called "Merge and Purge" groups. Here it is: The other one is "Merge and Purge decals also very handy! Just put them into the hxt folder then run it in your modelwindow under plugi > wizards >MaPg MaPD.zip
  23. Use shift /slash for selecting all connected cps. Also by using the " purge and merge groups" plugin you get rid of all "unused groups" automaztically..... great timesaver of otherwise tediuos work.
  24. >...and if it are quite many, have a look at the "Select"-plugin which holds an option to select all the 5-pointers of a model.
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