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Hash, Inc. - Animation:Master

mtpeak2

Film
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Everything posted by mtpeak2

  1. New render with some post effects.
  2. For the velvet, darktree has a material called cottonball (misc folder), which should work pretty well with color changes.
  3. The thing that bothers me is, that it's all TWO and SO. It just looks like a preview of the Oz movies. If you can mix in other work, to break up, I think that will help.
  4. Thanks Rodney. Yes I'm having fun, but there's still alot to do.
  5. Happy Birthday!
  6. Thanks. Messed around in a paint program.
  7. Here's an SSS and Fake AO test.
  8. No SSS or fake/real AO.
  9. Thanks everyone. Just playing around.
  10. I know all about weighting, Matt. The weighting dialog box changed in v16. This was a request from Robert I believe (And maybe a few others. I had a partial hand in it), to automaticly adjust the weighting of the other bones according to the last bone weighted (you can lock a bones weight). I'm not too sure if I like the way it works now though. For example, it is very dificult to weight 4 bones equally at 25%, which I do alot in the hands. I have had to bring models back into v15 to do some of the weighting. Three bones isn't too bad (when you remember to lock the bone you want to stay), but four is a pain. I have a base way I weight a model, then tweak from there. I'm also having problems with the "MirrorBones" plugin and exporting from an action. I need to setup a test case to send to Steffen.
  11. I just modified what Jim already did. It's just a patch image with some basic surface properties set.
  12. Thanks. Here's an action shot. I almost got the weighting done, still need to weight the hands and boots. Also downsized her weapons.
  13. Looking good Gene.
  14. Thanks guys. Here's an update, found handgun to modify on the extra dvd.
  15. Here's something I've been working on. The model is a modified "Jungle Queen" model, modeled by Jim Talbot. The glasses were modeled Ken Citron (pixelplucker) and the boots were modeled by Eric Camden (Eric2575). Thanks guys for your contributions. Now I just need some handguns. The model was rerigged with the 2008 rig including the face. The outfit still needs weighting. The hair is A:M hair. The holster still needs work. And I hope to build a set. The things you can do with the available resources.
  16. Thanks Holmes, I'll take a look.
  17. I tried a few times to get the AO in the shadow render, but with no luck. You said something about an AO buffer? I don't know where to find that. I don't know enough about the EXR file and compositiing to know what I'm doing. I may end up sending you the project to see if you can get it. I'll render it, if need be.
  18. Sorry no, I did do the copy/paste. So I did and found your problem. You have a null and a bone with the same name in the model. Delete the bone and it copy/pastes just fine.
  19. I was able to load the prj file fine and don't have those extra channels. (v16) It looks as though you have a wave file in your project, it may have something to do with that.
  20. Looks great Will.
  21. Sorry Robert, I missed this. There is an issue with just a shadow pass, the AO does not render. Maybe I could use the fake AO.
  22. Happy belated birthday Mark.
  23. mtpeak2

    Normals

    Surprisingly, no one mentioned that normals determine the direction of displacement, bump and normal maps. Normals facing the wrong way will also cause issues when using the porcelain and hair/particle materials.
  24. Merry Christmas John.
  25. Happy Holidays, everyone.
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