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Hash, Inc. - Animation:Master

mtpeak2

Film
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Everything posted by mtpeak2

  1. Thanks. Added fog/mist.
  2. You might be able to rig the matress and use surface constraints on it. When I have some time, I'll have to experiment with that.
  3. Looking good so far.
  4. Yeah, I was thinking of a low mist/fog.
  5. Nice job guys, looks and sounds great.
  6. Made some adjustments to the dragon on the left.
  7. It's the membrane part of its wing.
  8. Thanks guys. Robert, that looks better. I was able to adjust the ground texture to darken it up. I also fixed the texture stretching to the dragon on the right (manual cp adjustment in chor). Weighting might fix it. The model has alot of areas that have more than 2 splines intersecting at a cp, which would be nice to fix, but that would mean redecaling. The dragon on the left has some rendering artifacts, I think it's the bump/displacement on it. The walls need to be fixed too around the edge. Here's a rerender of some of the fixes.
  9. No ambiance on the ground. I'll need to find a darker image for the ground texture, I think. Here's a high res image, which shows alot of things that need fixing.
  10. Still... not appreciated.
  11. Chris, don't you have your own images to deface? That was not appreciated.
  12. All I did was texture the ground and setup the scene. All the assets are available on the A:M cd and the extra cd/dvd (can't remember which one). I made some adjustments to the AI settings and I'm rendering at a higher res and more passes.
  13. I'm not that bored.
  14. I was bored, so I through this together. Played with IBL and AO.
  15. Looks great as usual Stian, though the coal looks like it needs a bit of displacement.
  16. See if THIS helps.
  17. The trick is dark specular color and adjusting the primary strength in the muhhair shader. I'm not sure what you mean, but I used an image in the hair emitter. Hmm, I was hoping it looked more like human hair than animal fur. Both characters are using the same hair material, just with different settings. I'm guessing Lady Goodbody's hair needs more work.
  18. There's been alot of talk about hair, so I've been playing around with it lately. Here's some test renders.
  19. I would suggest decaling the straight version before twisting it. Then you can copy and paste the twisted version a needed.
  20. Just playing some more. Made rock and plant groups using the same technique.
  21. Are you using fog? If yes, is it being animated? Is the emitter a separate model or part of another? If it's a separate model, does turning ON ignore fog help? Just a few more ideas.
  22. Never had that problem before, and I do it all the time.
  23. Decalled patches with image set to cookie-cut.
  24. This has been around for awhile. This is how I setup the truck suspension rig. Also, I believe Vern used it in setting up his newton ragdoll rig.
  25. Here's a test render for SO, with 18 instances, at the Balloon Bazaar.
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