sprockets TV Commercial by Matt Campbell Greeting of Christmas Past by Gerry Mooney and Holmes Bryant! Learn to keyframe animate chains of bones. Gerald's 2024 Advent Calendar! The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen
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Hash, Inc. - Animation:Master

dj_jonnyg

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    Jonathan Goldberg

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  1. Hey, I'm trying to implement the rig. It's going smoothly so far except for one thing. My character has teeth as well. How did you make sure that the CP weights didn't affect and distort the teeth? Thank you, Jon
  2. dj_jonnyg

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    Hey John, Awesome! Really cute guy. I especially love the rendering. I'ma assuming you used your SkyCast plugin for this. If you can tell me how to duplicate this EXACT rendering then I will gladly purchase the software. This is the exact look I have been trying to acheive. Either post here or email me if you like at jug@rogers.com Thanks in advance, Jon
  3. Haha, thanks but I wasn't talking about the orgiginal image. I'm really sorry if you have to post again now. I was talking about your latest post, the one just showing the two models. I know that the original was rendered in a chor, etc. Please answer my question with regards to the last image posted. Thank you very much, Jon
  4. Jimmy, Those are some pretty sweet models! Are these rendered in a choreography or in the modeling window? Also, if you don't mind please describe as acurately as you can the setup you used for this render (lights, colors, etc). This is pretty much the clay look I want to achieve with my WIP's. Thanks and awesome work, Jon
  5. Here's another view! cartoon1.tga
  6. I just created this head, starting from a lathe and then seeing where it took me. What do you think? Does it look like it will be fine to animate? And what does everyone recommend doing to the top of the head? I just took the top hole and scaled it down, is there a smoother way around this? Also what should I go about doing for eyes? Thanks, Jon cartoon0.tga
  7. Thanks a ton! That looks like it's gonna turn into one heck of a tutorial which I'm sure many of us will be able to benefit from. Unfortunately, the firewall at work makes downloading extreeeemly slow, but I'll view the vids when I get home. Thanks a lot, Jon
  8. Whatever help you can give would be great. How did you learn to implement the rig? Were there any tutorials or did you just look at Navone and Freeman's pics? Thanks, Jon
  9. Can you post a picture of his facial rig setup? Thanks, Jon
  10. Any chance for some wires? PS I'm digging the look.
  11. Frank, Awesome work! Is there any chance for a tutorial? I'd love to see your modeling process, especially for this character. Keep it up, Jon
  12. Haha, it's so good I forgot about critique. My only two suggestions are: 1) The water immediately surrounding the ship should be affected by the ships movement. It also needs a wake trailing it. (Unless the ship is anchored, but these cruiseliners hardly ever are unless at port.) 2) It looks like the ship is tilted to the front, you may want to straighten it out a bit. Have fun! Jon
  13. That's amazing! I really like it. Did you model any of the interior? It would be really cool if you could do a fly through...you know like around the ship and then into some of the rooms. You can probably do some really cool stuff. Let us know what your plans are! Awesome work, Jon
  14. Just out of curiosity, how did you like working with control poont weights? How does it compare to smartskin? And would you go back to using smartskin or is this it for you now? = ) Thanks! Jon BTW Awesome model.
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