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Hash, Inc. - Animation:Master

mtpeak2

Film
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Everything posted by mtpeak2

  1. Thanks. Here's a render with the MuhHair shader turned ON. I'm not sure if I like it or not, too blonde. I'll have to look into the settings for the shader. I'm also using the skin shader, so I'm not sure how the hairline map will look.
  2. Thanks Mike. I wasn't planning on adding a map to darken the scalp. I'm not much of a map maker. I did have shadows turned off in the hair system, the shadows would help to darken the scalp. I was considering adding bump maps to the forehead for wrinkles though and have the rig drive the percentage of the map. Got that idea from you.
  3. I finally added hair to this model. What do you think?
  4. Looks great Tim.
  5. Looks great Josh, though there are a few things that look odd to me. First, the transparency of the water. I don't think you would be able to see through it that well in such a low level light, especially at the rocks. Next is the chair, I assume you set parts of it 100% transparent, but I still see it faintly. This is probably do to the global ambiance settings. The reflections also seem too bright compared to the sky, the global ambiance is probably the cause of that too or the color of your light doesn't match.
  6. Thanks Paul.
  7. Thanks Rodney, but unfortunately I'm running out of steam on this project. The body proportions are the biggest problem, I can't find any good reference pics. I've been searching for days now and can't find anything that I need. I haven't even finished the rigging cause I didn't know if I was going to change anything, the hands really bother me and the legs are definitely too long. Most of the changes I would want to make would require rerigging again. So I'm not sure what I'm going to do.
  8. Is this more to your liking, Rodney? Unfortunately, it changes the look of the lighting and will need to be adjusted if I keep this camera angle.
  9. Rerendering with a new POV, Rodney. Yes, I too think the legs are a bit too long and hips too wide (I try to cut part of them out of the render). Adjusting these proportions require alot of manual bone positioning or rerigging. At some point I'll make those adjustments.
  10. Made alot of adjustments to kong. Added a few patches on the belly to the hair group to try to blend the decal fur and the hair. Changed the hair guides to 4 cps from 2 cps, to try the give the forearms a more wavy look to them (still needs more grooming). Changing to 4 cps seemed to flatten out the hair, so I lengthen the hair a bit and upped the hair direction. Trimmed down kong's waist line a little as well. For the shot, I scaled down the t-rex and scaled kong's head down. I think scaling the head down helped him to look less like kiddie kong. I think I still need to mess with the DOF as Paul suggested. Sorry for the render size, I rendered it for wallpaper for my desktop.
  11. I know what you mean Paul. I scaled the t-rex in the scene, which was too much. I wasn't sure what the scale should be according to kong. I finally found a pic to help with that. Kong should be quite a bit taller than the t-rex when standing upright. Also, I think the head on kong is too big for his body, which is contributing to the kiddy kong look. I scaled the head down a bit in the scene using the head resizing pose in the squetch rig. We'll see if that helps. I'm rendering a new camera angle right now. I was also using one of the hair shaders, which was brightening up the hair too much with the higher intensity lights, IMO. I turned the shaders off for this render.
  12. Threw in a landscape model and added DOF. Unfortunately I get an out of memory with cast shadows on the hair material.
  13. There's a toggle switch that turns decals OFF and ON (ctrl+D).
  14. Thanks guys. Gene, I didn't model the t-rex, it's a free model I found on the forum. I think it was on the extra CD or DVD as well. I don't know who modeled it either. Rodney, I wouldn't bother getting the popcorn out, it's not that good, I'm just having some fun.
  15. Kong found a friend to play with.
  16. Here's a Hollywood hopeful.
  17. Thanks Rodney. Sorry, no bloom, I just blurred the image in PSP. There is a blur post effect, which I'll try on the next render.
  18. Thanks David and Nancy. I was definitely planning on doing that Nancy, as soon as I finish the face rigging.
  19. Here's a closeup.
  20. Thanks Steve.
  21. Thanks Paul.
  22. mtpeak2

    Cowgirl

    Looking good Gene.
  23. Thanks guys. Did a little more work on Kong. Made some adjustments to the hair materal. Still have more weighting to do (mostly hands and face) and setup the FACE. I need to do some texturing on the inside of his mouth. Now, if I could just build a set like that. [EDIT] Just a quick update to the inside of his mouth. Blurred the image a bit too.
  24. 4500x2400? Why are you rendering at such a high resolution? With that amount of hair, it will never render.
  25. Hehe, do you realize this test was done over 2 years ago. I was redoing the hair material and rerigging this model with the lasted squetch rig recently, but I haven't finished the rerigging yet. Maybe I'll rerender this project with hair and dynamics when I'm done. The squetch rig already has a bone that I can add the dynamics to for the belly.
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