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Everything posted by mootsger
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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.
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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!
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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.
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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
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Well Chris, as Ringo would say "I made it me-self." You can download the mat. file and view its effects here.
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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.
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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
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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.
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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.
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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.
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-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.
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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.
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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.
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That's awsome! I would end it a few frames earlier though. The petals look a little droopy.
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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.
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Click here to download the material. If it doesn't work I'll just post the code.