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jo b.

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Everything posted by jo b.

  1. We work in Xsi (sucks since autodesk took over) and AM, and additional modelling in z-brusch and modo, occasionally animation in maya.
  2. the bug we have is described here: http://www.hash.com/forums/index.php?showtopic=40749
  3. tnx. cuz a 3d model just wouldn't have the same charme. ... and a real one is much easier and faster to bulit. the 3d one was just used for the shadows and masks, so it wasn't textured or shaded.
  4. thanks, the DOF was done in the post using fog to generate the DOF pass. the hair was groomed with both techiques. and there are several hair materials used. short hair for the fingers, longer hair for the body, thicker hair for the beard, another one for the eybrows... etc. every hair material was tweaked different.
  5. @ john bigboote btw, your avatar is the most funny thing i've seen in a looooong time. i know you use it already for quite a while, but it's cool everytime i see it.
  6. i was just wondering, is the mov still available somewhere?
  7. i actually like it this way, cause it helps to focus on the important part, his face. the extreme closeup is also a good idea, but i also think it's a question of style. greetz.
  8. cool cool cool! the kick is just too funny!
  9. sorry, but don't you see a slight difference between those things? well, then guess if you don't understand it. btw. i didn't watch the whole thing either.
  10. wow, this is absolutely great! congrats to this outstanding piece of work! and also great work to convince your client of this crazy charakter.
  11. bravo! this is really cool. i love the blue character! and i love the AO combined with this shading! did you use a darksim or an AM-gradient?!?
  12. thanks, glad you like it. yeah, usually we use the described method to achieve a cartoony look. it always differs in some points cause we try something different. but mainly it always is tha same compositing idea with flat shaded passes combined with white model passes for the lights. but this time we didn't do that. we only used one beauty layer(color, lights(no specs)), specs, a shadow layer and a light effects pass rendered in a white room for the lights flashes of the firework. the light setup in the beauty pass consists of a 25-poissant dome, not rendered with bulps but with spots and z buffered shadows to simulate gi. i think 4 spots (also z buffered) to simulate the lights situated at the ceiling and one brown very soft brown light without shadows from the bottom to simulate the light reflected by the floor.
  13. the cool thing using AM is that you can do everything! if there is something like a a specification, it's propably previz, modeling, rigging and animation. but i'm also interested in lighting, rendering and compositing.
  14. hey vern, no there is nothing like a secret about it. first i animated how it comes of the ceiling and bounces on the table. quite easy to do, if you animate in curve mode. (see timeline curves) when the overall timing seemed correct, i added a simple muscle pose (-100 to 100) to make it wobble (see the poseslider - "biegen" means to bend). i animated using the curves as well. than a little correctin was nececary cause of the deformation i had to readjust the positions where it hits the table. that's it. why do so many people think it's simulated?!? that would take soooo much time to tweak to get the desired timing. i'm not patient enough for stuff like that.
  15. thanks, we're glad you like it! @ luckbat yeah, they rule. but there are no dynamics in this spot. all hand animated.
  16. We here at the Soulcage Department hope you had a good 2005 and wish you an even better 2006! Check out our season greetings: ALAN OFFICE BIG - 36 MB ALAN OFFICE SMALL - 15 MB Have fun and please don't post this links elsewhere. cheers.
  17. funniest thing i've seen for a long time!
  18. the english version is online now.
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