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Hash, Inc. - Animation:Master

mtpeak2

Film
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Everything posted by mtpeak2

  1. You can right click on the decal in the PWS and then edit, there you can adjust the cp's without having to reapply the decal. V11 uv editor. You can have two windows open and see the changes being made on the model.
  2. Looks cool. Can we see more angles?
  3. Great work William. That's got to be a winner in the contest.
  4. That is some awesome work there Jeff. Big fan of sg-1. I hope atlantis is as good. Looking forward to seeing your attempt at the gate activating.
  5. Looks good so far Mike. You could get rid of the arms and make the hands come out of where the first joint in the wing is.
  6. Sorry Rodney. Wasn't looking for an upgrade. I was just posting my opinion on the forum and how well it works. Trying to break the ice for the non-postees.
  7. Hi #1010 I'm #240. I lurked for many years on the mailing list and the forum for a while too, but once I posted for the first time, I just couldn't stop. Getting answers to questions or helping someone with theirs. No matter how simple or hard the question is, someone will be there to answer it. Ah the forum, such a wonderful place. P.S.....3025 and counting....
  8. mtpeak2

    Kapsules

    Thanks John. I love the bump material. I added it to the trees and cloud and bumped up the percentage a little, looked cool. Thanks again.
  9. Wow Bill that tree looks awesome. It just keeps getting better and better. Keep us posted. Looking forward to the next update. I'd like to see the tree rendered without leaves. It looks like there are alot of branches.
  10. The tests above were done in v11L. I just reloaded v11i and everything scaled correctly, as I thought, scaling in the choreography does not effect the hair. I guess I need to send in a bug report.
  11. Wow that looks great so far Mike. One thing bugs me though, the head looks a tad small compared to the body. Maybe thats the way it's supposed to be. Keep up the good work. I'm looking forward to seeing the finished model.
  12. The models are scaled in the choreography and the view is refreshed. Scaling in the modeling window will effect the hair, but I thought you could scale in the choreography and settings for the hair scaled with the model. The problem I see is that the patch that the hair is applied to is a bigger size so the density factor increases. I don't recall this being a problem before. I'll have to try reloading a previous version and see if it still does it.
  13. In this pic I scaled the model 500% for the test. To me the length and thickness seem to be ok, but the density has changed dramaticly. I don't remember this happening in previous ver.11's. Has anyone else noticed this?
  14. Hi everyone I know in the modeling window scaling the model will effect the hair, but in the choreography scaling the model, if I recall, didn't effect the hair. This is a pic of the model at normal scale.
  15. Looking pretty good. I do have a few things that may help. I'm not a skier, but shouldn't the skis have a slight curve to them at the tip? And is that a helmet he's wearing? There is no open bottom to it for him to get his head in. Another idea could be to group the waist spline and the wrist splines, between the two colors, and set that group to render as lines to add toon lines there for more detail.
  16. Those are some great models frank. They should fit in nicely with your set Bill. Looking forward to seeing them animated.
  17. Cool smoke effect, but if the car is spinning tires I think the smoke should be more white. It looks like it blew a head gasket with the darker smoke. Multicolored thoms, I like it. Keep us posted.
  18. That's great, but what did he step in?
  19. Looks good, how about a little slide at the end. The floor looks slick for a metalic character to stop in its tracks.
  20. Yes maybe a little too much on the cell turb. You can try lightening the colors, it's kind of dark. Or toning down the cell turb, if you like the color.
  21. Cool tree. I like it. As for the leaves, try adding the decal to a sphere. Then you pull different cp's around to give it a more natural shape. Add the sphere to the branches like you did with the flat patches. If you are using v11 you can add the decal to the hair as an image and apply the hair material to the spheres to give it a more 3d look.
  22. That's some rig. One thing though, when he moves his brow up it looks like it goes into his forehead.
  23. Looks great Ken. Try adding a second emitter to the hair. You can duplicate the first one and then change the color to a darker one to to simulate some shadow.
  24. It's looking fantastic, Xtaz. I'd love to see it toon rendered. Keep posting pics.
  25. People say you need to do it in a specific order, clockwise or counter clockwise. Regrouping after hiding the rest of the model usually works.
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