sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
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Hash, Inc. - Animation:Master

Egopoe

*A:M User*
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  • Name
    Peter Bianchi
  • Location
    Denmark

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    Windows

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  1. A small note from the sidelines from another beginner with to many half finished spaceships on my harddisk. Just seeing the pictures step by step from basic shape to the awesome looking starship was a real eye opener in how to add complexity and details to a simple geometry using nothing but the basics. A great tutorial hidden in the WIP section Thank you Timelord for rekindling my hopes of ever mastering AM well enough to do more than conceptualising, and renders I dare only share with my friends. The generousity among Martins minions never cease to amaze me. Back to the drawing board..
  2. So far she is only practise. I hope one day to find the time to turn her into a nasty school teacher though.
  3. Wow, it looks very impressive and very real. Are you going to make a Springsteen to play it when you are done? And a question. How did you make the screw threads? Did you use AMloft, or is this a feature in newer versions than mine? Peter
  4. Hi. I'm quite new to these boards, although I have been meddling with A:M since I first got it back in 1998. Having never been able to draw or otherwise articulate my visual sense of artistry (or lack of same) it was manna from heaven. This female head is the latest of my attempts and is mainly designed to experiment with animation of facial expressions. Ken Baer encourages us to post our work, and I gladly listen to any critique and suggestions this generous and kind forum has to offer. Peter
  5. I'm sure there are as many ways of modelling as there are modellers. So this is just how I would go about creating your piggy (PS. I havent figured out how to make proper armor yet). For the body and limbs I would start with making a dummy with as few patches as possible and tweak it into size and proportions. No need to stitch the arms and legs on the torso and time consuming things like that, just to get the shape right. Then start modelling the various pieces of armor on top of these (arm guards, greaves etc) and possibly take a trip to your local museum to see some medieval armor and note how they are strapped on, how the joints are made and such. I find it easiest to start from the shoulders and work my way down. One thing I think is important with armor is to also give the pieces depth, so it doesn't look flat from the wrong angles. For all of this you only need to make one side of armor. You can later copy and flip for the other side. On the head I would start with the mouth and snout, modelling these seperately. Then add the eyes to the snout and stitch it together. Then expand with the cheeks and the rest of the face. I would also make the ears as seperate pieces of geometry and stitch them on when they look satisfying. Always think of what size your final result will be in (you can hide alot of sloppiness on a 64x64 piggy). If the model is only to be shown in small size, then I think texturing is more important than accurasy in the model. Looking forward to seeing the piggy cut some bacon. Peter
  6. Hey Heiner. Great looking lady with a nice fluffy mane ) My guess about the decal only affecting one side of the hair is you might have some control points that are not part of the geometry on which it is applied. Under the decals stamp you can right click and 'select control points'. If you have added cp's to increase your control these could have been added after placing the decal so the decal needs to be reapplied. Hope this helps. Peter Edit: Just out of curiosity. How long does it take to render with all that hair?
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