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Hash, Inc. - Animation:Master

mtpeak2

Film
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Everything posted by mtpeak2

  1. Here's an update to the galaxy. I'm rendering a short clip now. I'll post that when it's done.
  2. mtpeak2

    KONG!

    Looks great William. Can't wait to see it textured.
  3. Someone was interested in a 3d galaxy, so I did a little experimenting with sprites.
  4. Here's a new update. Tell me what you think and which one looks better. Thanks.
  5. Hi everybody, thanks for the replies. The lightning is hair applied to different patches on the top half of a dome. The clouds, thanks to Phil Leavens, is a sprite emitter applied to a disc. Having problems with render times with the sprite emitter though. The lighting right now is a bulb keyed in the choreography, but I plan on adding the light to the model. Each hair patch has a slider to control the hair length. By adding the light to the model I can control the light intensity with the slider for the hair, so it does it automaticly making it alot easier. The dome and disc have a black decal on them set for transparency. With the decal in place I'll be able to swap out the image for a background pic. Once I get things worked out and I'm satisfied with it I'll post the model here. p.s. Keep the crits coming it will help me out alot. Thanks again.
  6. Here's an update if anybody is interested. Comments welcome.
  7. Hi everybody Brandon's plasma ball gave me some ideas for a lightning model with sliders that control different strikes. I plan on adding a light to the model for the light flashes that's keyed to the strike within the same slider. Right now I justed keyed the light in the choreography. Here's the test movie. Any suggestions welcome.
  8. Looks great Brandon. You'll have to tell us the settings for the hair. That center rod, does it need to be that patch heavy? Can barely see it in the pic.
  9. Same thing here Ken. Specular is working, but the color doesn't. It's using the diffuse color.
  10. Looks cool Ken. It reminds me of the cave troll of LOTR. Is that what you were aiming for?
  11. Thanks James. I'll have to take it for a test flight.
  12. Looking good. The things I noticed is his legs seem a little too long and the head from a side view looks too flat.
  13. Looking pretty good. Keep at it.
  14. It's really take shape now. The landing gear shouldn't be to hard to set up.
  15. Here is a screen grab of the settings I used And render of the results. Upped the density and added ambiance color and intensity.
  16. Heres a test for the staff. The aim like two didn't work like I wanted, but this is pretty easy to set up. The forearms have kinematic constraints to the side staff bones and the hands have translate to and orient like constraints to the same bones.
  17. http://www.hash.com/am2004/Decaling/UV%20Editor/index.htm Here's a link on th uv editor.
  18. Thanks for the overhead. I see you got the engine in. Now you need the flaps to manuver.
  19. Looks good so far. Keep it up. How about an overhead shot?
  20. A staff would be a good weapon. With an aim like two constraint on the staff to 2 nulls.
  21. Wow great character Andrew. Can't say anything about the model. Is it going to be hand to hand combat or do they have weapons?
  22. I think the scale of the legs is too small for the body. Alot of weight to hold up. It looks much better with the hands on the wings. The position of it like you said is alittle strange. You almost need an elbow joint between the body and the hand. Making an arm with a wing attached. That way you can fold up the outer part of the wing and it can walk on all fours. Just a thought. Looking good.
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