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Hash, Inc. - Animation:Master

KenH

Film
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Everything posted by KenH

  1. Very expressive. Any chance of you hopping on board the TWO train? How did you do in the contest?
  2. KenH

    Newbie

    I think you have to use the same details as you use on the forum.
  3. Is this in the final render? Don't rely on the realtime display.
  4. This is as close to the truth I've ever seen you get.
  5. Well done! I didn't realise you did all those.
  6. Oh yeah...I didn't even think that was a valid character in a name.
  7. Brilliant. Let us see the movie when it's done!
  8. Those images somehow haven't been applied. If you select on the image icon in the PWS and go to properties, then you can select the image to apply. You can see the ones that are applied have a thumbnail of the image beside the decal folder.
  9. No personal information. Weird posts. Deja vu.
  10. Click on render to file in AM and save the render as an image. Preferably jpeg.
  11. KenH

    IS IT LEGAL

    1+2) You don't have to pay Hash or mention. Though a mention at the end would be nice. 3) If they're poly models you can only use them as props...which means you can't animate the mesh. But you can transform them as a whole. You'd have to ask the makers of these if they're royalty free. 4) Not sure. I assume you need to register it somewhere.
  12. I think even a 100% quality jpeg is less quality than the targa or bmp it came from. Hence the lower MB.
  13. If you press the zero key (on the keyboard) in AM, that'll be what we want. It's the wireframe shaded view. You could render out such a view by setting it in the render options, but an easier way is to press the "Print Screen" key on the keyboard. You can then open a new image in your favourite 2D software and press Control V to paste the screen grab into the image. Then save as a jpeg. As for your original question, it looks like you're joining too many splines into the one cp. The above tutorial should help with that.
  14. Hey. 1) Not exactly sure if the two systems line up, but it all depends on how close you want to get to your model. A good starting point is 1024px. That's another point....deal in pixels not cms. 2) As high as possible. Though a monitor can't display more than 72dpi. Another starting point is 100dpi. 3) Yes...for highest quality. It also accepts jpeg, png, etc. These are just guides. You should do some render tests to see how large they should be.
  15. Shaded wire view please. Nice work...but not too keen on the hat or specs!
  16. There shouldn't be any white in your image. You line up the verticle as you apply it, but there is a load of white on the sides that has to wrap round the model too. The software thinks you want that too. Crop the image to just the middle bit.
  17. It mightn't be a dead cert, but there's hope: http://www.smh.com.au/news/tv--radio/off-t...4086846734.html
  18. Oh right...I didn't know the game. I'd need to see a side profile of the character, but from the image above, it looks like your snout is too long. It looks like his front teeth should be right below (almost) his eyes and his smile stretch behind his eyes. Also, his ears look like they should just be like a rabbits ears. I like the coloration of the skin/fur you did. How'd you do that?
  19. He looks great. His body seems abit long compared to his legs IMO. Did you know they're going to start making Futurama again! Whoohoo!
  20. Maybe a screen shot of what you mean would help. Are there red/green/blue lines where you're trying to do this?
  21. It's just the realtime display quality is low to save resources. Pressing PageUp (on the keyboard) will increase the quality while PageDown will decrease it.
  22. It could be that there is stuff on the cd that's needed on your system but isn't included in the downloads. Try what Seana suggests.
  23. Nice. Is this your character? Comparing to the image, the pupils shouldn't be as high....there's more white above them. Also, his snout looks smaller in the image.
  24. It's best to do it in the timeline with the graph editor. You're probably doing it in the channel editor.
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