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Hash, Inc. - Animation:Master

mootsger

*A:M User*
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Everything posted by mootsger

  1. The bass pedal...its hard to believe that it took all day. And the sad thing is that it may never be seen. Some parts will be reused for the Hi-hat.
  2. Great work William!... but you have a slight problem. The legs need to be rotated 22.5 degrees. Octopi are divided with 4 legs over each side of thier line of symmetry. It would be like having an arm coming out of your chest....which may not be all that bad!
  3. Absolutely, I placed the UB bone in the same position. I placed Spine1 at the center and parented from that is a third bone (that has the sphere geom) back at the UB positon for the squetch control. I wanted the squetch to originate from the hip so legs would "stay attached" better. I going to go back in and add a twist spine for each cross section, although it won't show up without any color difference.
  4. THERES BALLS EVERYWHERE! Just though I'd keep the same model in the same post. I had to re-rig him w/ the TSM for v8.5. Anyone who needs him let me know. Anyway...just a quick little walk cycle. Download it to loop it. QT MP4 walk2
  5. Heres a closeup of the cymbal...nothin beats good 'ol "Metallic" mixed with some roughness.
  6. Well Chris, as Ringo would say "I made it me-self." You can download the mat. file and view its effects here.
  7. And the drums so far...need to add alot. Vern, theres also a control that hinges the jaw forward and back. I haven't checked, but at thier extremes they're probably not even touching.
  8. Partly done with some quick texturing...
  9. This is section sample of the very first test I did using this these characters. Its about 2 years old. An mp4 compression. apple2.mov
  10. I sometimes have problems like that when two 5'ers share the same edges. Try ading one patch in between them and/or above them.
  11. What band is complete with out a "V"? ...but the actuall character hasn't been modeled yet.
  12. Pineapple on the keys. I need to make a 2nd board plus the stands.
  13. Well, heres the begining of my project... Now the madness starts
  14. Nice model, but the lighting is a little off. Its too dark for the bg pic. Plus there is a specular highlight on the waves, but it doesn't match to the sun, which you can see in the pic. Try changing it to a night-time pic, it would also equate better to the calmness of the water.
  15. Thanks everyone for the kind crits. I made an ear last night and attached it this morning. I moved the corner edge of his mask and jaw forward a little to make room, but I still need to correct some things. I also had to revert back to the old eye setup due to some invisibility problems around the edge of the iris.
  16. -as far as modeling completion, I may just finish as far the shoulders and clavs -as far as an adventure, I wanted to experiment with facial rig, just an exercise...for now. -for the ears, I tried a slight bump before, but to get the splinage to cooperate, it just wan't happening. I thought the covers would be easier and less time consuming. I also thought of just having his ears jet out. -the glowing may stay, he actually has irises and pupils, but the way I designed the eye is one sphere, with the forward most section's normals inverted so the geom won't show in real time, but they show duing rendering. I just set his whole eye to glow for the time being. His iris is placed within that first section. I still have to set the transparency though. There is a way to animate the change in glow (off/on) in v8.5, I just have to perfect it by using the correct grouping.
  17. I've been working on this guy for about a week in my free time, which is never (paradox). I still need to smooth him out and rig.Maybe add some sorta doo-dad ear covers.
  18. RAD! I think he might snap his sneck! You may want to beef it up just a little to accommodate the rest of his physique.
  19. That's awsome! I would end it a few frames earlier though. The petals look a little droopy.
  20. I work for a hospital equipment planning company (for now) and am constantly looking at medical supplies. Most of the time they have a simliar layout. I'd like to see it rendered on a flat relfective surface without the background material, which may also lower your render time. You can apply the logo flat-on with photoshop. Maybe do a radiosity render with a high d.o.f. Good start none the less.
  21. Click here to download the material. If it doesn't work I'll just post the code.
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