mtpeak2
Film-
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Everything posted by mtpeak2
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Wow Xade looking good. One thing that stands out is its arms. They look kind of small. Beefing up the bicep may help. Keep up the good work. If you plan on texturing with decals, Wiiliam Sutton has a great tut somewhere on the forum. Do a search for UV editor.
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Here is a pic of the blood color changed to green and it rendered red. Version 11n.
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Looks good. Maybe adding a tongue could give you some color inside the beak.
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Yves great model. Did you use map for density and length for the hair? I was trying out your shader plug-in and I can't seem to change the blood color. Is it possible to change the color or am I doing something wrong. Thanks for the plug-in.
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Here's the tail.
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Here are some updates thanks to Justin.
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Are you changing the bump percentage under the relationship in the action folder or under the model file? When editing your pose, under the actions folder you'll see your relationship, click the plus next to it and you'll see your model, click the red X to show more than driver. Find your decal and you can adjust the percentage there. Just set your percentage at both ends of the slider.
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Thanks to Iham Wrong I remodeled the bow. He sent me a model of one that I used for reference, but I did use his material. Thanks.
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I just went to the movies today and saw a trailer of the invincibles (I think) and he looks like he would fit right in. Great job.
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And here's the bow which I'm definitely not happy with.
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Here's a toon render.
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This is a model I've been working on on/off since 2000 cd. I finally decided to post for some help. You may have seen him in a few things I've posted. He went under numerous changes through the years as I upgraded. He's all A:M, no decals. I do have a few things that bother me. (1) the eye brows are just splines drawn as lines. (2) I've tried modeling and decals with no success for the nostrals and the last thing is the bow on his tail. At some point I will break down and buy TSM, but I want to finish it before I rig him. I,ve had alot of inspiration. My house is an eeyore shrine. My wife loves him. So he's been my first model from the begining. Crits are why I've posted so bring 'em on. Sorry it's not an original character.
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Pretty impressive Pat, As Jim stated the hands and the elbows. Maybe scaling the hands down will help the elbows.
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My 2 cents is #2 if you can get the flat plane recessed slightly and the letters raised from it. Boolean cutter for the flat and a bump map for the lettering posssibly. Books of that type are more of a stamp which make the flat plane recessed and the lettering equal to the plane of the texture of the book. #1 looks good but cheap (painted on), #3 looks like it is glued on to the book. The texturing of the book itself looks great though.
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Thanks John I was looking for an alternative to sprite clouds. This could be the answer. Thanks again.
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The ocean generator would be a great addition to A:M. I've downloaded your project file (thanks) and have a few questions. How did you create the movement of the waves? Is it part of the ocean generator? Different perimeter setting? If not..... Did you use a distortion box, magnet mode or change the displacement and bump percentage of the decals? Or none of the above. Thanks again. P.S. I'm sure there is alot more people interested in your efforts to produce such a tool than there seems to be. And I hope you decide to continue your efforts. Looking forward to your finished product.
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Thanks Emilio. I'm not a very good modeler, so any help I can get to make things easier is a big plus. Your pic of the window with all that detail was amazing. Trying to model that would be a nightmare for me. And your pic of the sweep with the curve gave me the idea for this.
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Thats guys. It was pretty easy. When I created the sweep model, the shape I got by using the font wizard and deleting the back half. Then for the extruding path I just created a straight spline with enough cp's for the cross sections to make a nice curve when animated. Then used the sweep plug-in. After that I boned each cross section, bones should not be attached to each other. Drag the model into the choreography and create a curved path. Constrain the bones to the path. Set the eases for each constraint to 0% or close to it (so they don't overlap) on frame 0 and turn off store roll. Then on the last frame set the ease for the first bone and the last bone to 0% and 100% ease and adjust the in-betweens to create a nice even curved shape. If you want it to follow like I did in the first clip, when you set the eases for the nice curve, just do that on say frame 15, then on frame 30 set the eases to 100% for all of them or close to it so they don't overlap. That's it. I hope I made myself clear enough to follow along. If you any questions about it or problems just post it here.
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The only thing that really stands out is the size of the head compared to the body, it's too big to my eyes. It could be the shoulders are not broad enough. Everything else looks great though.
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Here's a better example.
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Emilio, Here's a quick test of animating it to a path. Needed more cross sections. Thanks again.
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Can't seems to view it. It just comes up a QT logo.
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Here's the project.
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Here's a side render. Steve, as for a tut, it's been just playing with the settings of the emitter to get what you are looking for. The modeling is pretty basic. I'll post the project file for anyone who is interested in it.
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Here's a higher res pic.