Jump to content
Hash, Inc. - Animation:Master

Neu_Type

*A:M User*
  • Posts

    62
  • Joined

  • Last visited

Posts posted by Neu_Type

  1. Where looking at the main entrance office/control room.

     

     

    alcatraz_windows_1.jpg (...)

     

     

    Are you suppose to put the transparency in the choreographic well as the main model ?

     

    I think the issue is that your "windows" are flat boxes with 6 sides. While the window side is transparent and the 4 window sides/sills are opaque, what you are seeing is the 6th or "opposite" side: a patch made up of the four outer segments of the window-sill.

     

    A quick look at your normals should reveal the extra surface.

     

    Adding a line through each window and sill should eliminate the 6th side.

     

    Hope that helps. :)

    - kit

  2. Okay, I hadn't set the spec intensity on the floor or chalkboard, so I set them both a lot lower as well as lowered the model default intensity as well.

    Didn't realize the default was set so high. Thanks pixelplucker.

     

    Class_Test_B00.png

     

    bighop, I am sure there is a better (simpler) way to do the lighting than I did. :)

     

    Some time ago, someone described a technique of making fluorescent lights using a light traveling a path in one frame with multi-pass with blur.

     

    So I wanted to try that. In each light fixture I set up a light and light path with a repeatable action and rendered with multi-pass and 20% blur.

     

    A search for fluorescent will show several topics on it.

     

    I believe I first read the topic here:

    http://www.hash.com/forums/index.php?showt...escent&st=0

    there are several others that explore this, and good reading if you are interested. :)

     

    The first render was done at 25 passes (5 x 5) this one was rendered at 9 passes (3 x 3).

  3. Thank you. I'll have to try that. Do you think screen resolution has something to do with it as well?

     

    I may be very wrong here, however, since hair (as a particle system) is, I think, calculated

    rather than statically attached to a model, it can't just move with the model. Otherwise, AM

    would have to be constantly calculating hair and other particle when a model was selected or

    being moved, which would get even more complicated when dynamics are used. It at least

    appears to be thus, regardless of hair density or use/non-use of dynamics. So I doubt screen

    resolution or window size would make a difference.

     

    Lowering the real-time density wont change that, but will help manage the amount of

    "lines" and time if you have a lot of hair without changing the final render.

    That is if you want/need to see it in non-render modes.

    Just remember, the space bar is your friend with hairy models... :)

     

    Hope that helps...

  4. True...

    But this is the first, Tinman can't speak shots.

    Unless they intend to recycle the shot for each of the times

    the Tinman is struck speechless... (like in the animatics)

    In which case I really do need to tone it down...

     

    This is the first second when we are meeting her just

    after woot and scarecrow saved him from the vicious

    chickens and before he has gotten to talk to her

    She hasn't even gotten on camera yet...

     

    The lead-in scene reads kinda cartoony to me, so I didn't

    think this was too far out there...

    Then again, I did get a "C" in acting... :(

     

    I have to rely solely on his face and camera as I am somewhat

    limited with his body language to back up the rest,

    Woot is off camera, still holding onto his arm, (not sure if Scarecrow

    has let go or not...)

     

    So, is too much? what works and what doesn't work..?

  5. Here is the shaded view with minor tweaks...

    [attachmentid=22883]

    He has just been rescued from the chickens (Not his best moment :P )

    and hears Nimmie Amee's voice

    I assume she is peaking around the door frame as he looks...

     

    I'll admit, at first I skimmed the area and had thought of the shot as if he

    was struck dumb with meeting his love...

     

    Then, before I did the shot, I watched the animatronic again and re-read

    the scene and realized this moment really wasn't about love but more

    about longing fantasy colliding with reality

     

    Excitement, nervousness, fear, having second-thoughts

    that "Not now. I'm not ready" feeling is what I was / am trying to

    convey... Now, whether I am succeeding or not... :unsure:

     

    Martin:

    Yeah, I noticed the lighting wasn't really set, and I don't know the lighting

    around my scene, didn't move it.

    The only thing I did with the camera was center the Tinman (as he is the only thing in the window)

    and zoom in on him to emphasis his expression changes...

    I left the camera stationary, as I think the shot is off of Nimmie Amee's porch,

    Which I assume will be added back in later, for the reflections off of Tinman

    If there is a problem with either or both, I'll fix it back...

    2_08_14_take_2.mov

  6. Here we go...

     

    [attachmentid=22219]

    Still have a few minor things to finish,

    I don't know about the torches,

     

    Having them on the beams sounds like a real world bad idea

    but it pushes the light source out further rather than all the

    columns and supports blocking the light

    Also, pictures are going to be hung on the walls

     

    Here's a shot of the door...

    [attachmentid=22220]

    How are the textures there...

     

    And the full model view...

    [attachmentid=22221]

    Hallway_Test_H.jpg

    Hallway_Test_I.jpg

    Hallway.jpg

  7. Re-textured and resized...

    Changed the camera to theatrical 720 by 405

    Still need to texture the columns and door and well, lots of stuff

     

    [attachmentid=22053]

     

    BTW, I also like the idea of the statues being frozen villagers or such,

    but why is she hiding if she can do all that to the villagers..?

     

    I guess she hid when they took Mr. Yoop as a choice rather than save him..?

     

    Anyway, how's it looking now..? please don't say too wide... :lol:

    Hallway_Test_F.jpg

  8. Rhett, I have sent you a PM.

     

    James, your set looks good. According to the overall map it's located between Tunnel A set and Outside Golden Chamber set.

    I have created seamless color, normal and displacement maps for the floor, wall and wooden ceiling. If you want, I can sent them to you. It would give consistent look to the overall set.

    About the scale. I personally think your scale would work better than a 350% scaled up version. Maybe only a little bit bigger.

    In the animatic tinwoodman tries to open that door. This would be impossible with a 350% scaled up version.

     

    Russel

     

    If you could send those to me it would be great...

     

    That's what I thought about the door, but in a 350% hall, looks small...

     

     

     

    Thanks Rhett,

    the first looks far better than the second.

    If everybody else agrees I will scale the set down to 48% and go on adding details.

     

     

    Russel

     

    350% is good for when she's just showing off her transforming, but for the rest, I

    think the smaller "big" size will make it easer to fit everyone on the screen...

     

    Just my 2 cents worth,

     

    So how big are we building now..?

  9. Here is a prelim shot of the door...

    in the animatronic, it was only double the tinman's height

    [attachmentid=21885]

     

    That's close to Yoop 100%,

    [attachmentid=21886]

    if you want it 350% like the front door, let me know

     

    It still needs a lot of work with the stones around the door,

    They are modeled, since that will be a close shot

    I still need to look at making a decent displacement for the rest of the hall

     

    And maybe steal Russel_Nash's flooring so I have a bridge between the areas

    and so I have less to do... B)

     

    Is the hall between RN's "Outside Golden Chamber" and Tunnal A or Scott's "Stair and Arch"?

    Door_Test_A.jpg

    Door_Test_B.jpg

  10. 350% Mrs Yoop...

     

    [attachmentid=21699]

    *New

    [attachmentid=21706]

    Man, that's big...!

    Now, I've got to fix the collumns though... <_>

     

    Oh well, off to bed...

    I've still got class in the 'marrow...

     

    *Edited with new pic

    Hallway_Test_D.jpg

  11. Wow, I completely didn't guess the model's dimentions... :lol:

    [attachmentid=21698]

    Too wide..?

    How thin is the hall with door..?

     

    This weekend I should be able to post the first shots on the door

    (fortunately built seperate, so if I have to rebuild the hall, wont hurt me too much)

    Hallway_Test_C.jpg

  12. It's quite a different look to the rest of the castle, but I guess that can work.

     

    Who does Eddie represent? Mrs Yoop or the other characters. He seems too small for Mrs Yoop and too big for the rest of the charaters. I'd prefer to see the hallway fit a 350% (scale in the chor) Mrs Yoop.

     

    It'll be interesting to see how you develop this.

     

    I still need to throw some rocks around on the ground and walls, and wood textures for the cross and support beams, torch lights, etc...

    It's kinda a cross between a high gothic and a mine (Some columns, some plain wooden stancheons) The reference drawing puts a column in the hall, so I ran with it...

     

    If it's that different for the rest of the set, I can re-think the design

    After all, it should flow together or you risk distracting the audience...

     

    I don't have SVN access, so I couldn't throw TWO characters in to test hieght and width

    Eddie is about 120cm tall, so he helped as a knowable height...

    How big is a 350% Mrs. Yoop..?

     

     

    look ok, but I think it's to wide. It should be some kind of a corridor to my mind.

     

    Russel

     

    I'll work on a thinner version to see which works better...

     

    I have ideas for the corridor, now if my modeling skills can portray those ideas...

  13. Okay, here is a prelim of "Yoop Castel Interior 6 (Hall with door)"

    with Eddie for size comparision:

     

    [attachmentid=21459]

     

    Added Russel's glamour shot to the end of the hallway to give

    an idea of how is might look...

     

    I have modeled the door, but still have to work it into the wall... :)

     

    Comments..?

    Hallway_Test.jpg

  14. Sorry I haven't been as active as I would like, but with the start of school

    and other things...

     

    Now I should have some time again to give toward TWO...

     

     

    If there are no modeling issues that I need to fix with the snake demon,

     

    I wouldn't mind taking on the "Yoop Castel Interior 6 (Hall with door)"

    I assume that's the scene where the door wont open, between the monster

    well and Yoop's well enterance...

     

    There isn't much to go on in the animatic, and I don't have SVN access, so

    any info like size of the hall would be appreciated...

  15. I completed the work on the walk cycle on my laptop. I copied the project to my desktop via my home network and get an error that rabit.mdl can't be found. I did a search and there is no .mdl to be found on my laptop. Where would I find the my missing file??? :huh:

     

    The rabbit model is on the CD, and you probably didn't copy the CD material to your laptop

    Your desktop's CD drive is probably a different letter than on your laptop, so the file is pointing to the wrong place...

     

    You should to find it on your HASH CD... and just point the project there when asked to find...

    or if you copied the data to your desktop's hard drive, you should be able to find it there.

     

    Hope this helps...

  16. Duke

    The rocks are added the hard way, particle blobbies

    No doubt once I start learning compositing it'll make my rendering life much easier

    I apprecieate the help though, I'll have to see what I can do for my rocks...

     

    ddustin

    I tweeked the bias some, how does this look..?

     

    nf1nk

    I moved the lights around to try to brighten things up,

    though my glow seems to have leaped up in the front - have to look at that...

     

    Anyway, heres an update...

     

    [attachmentid=20601]

    DTS_Magellan_C0.jpg

  17. Green, huh?

    So, something snaky like this?

    [attachmentid=20422]

    Should I change his horns?

     

    Also gave the frame eyelids,

    though it is hard to tell with the black popping

    Have to look into that...

  18. I added a top bar to frame the painting better

    and some mood lighting :P

     

    [attachmentid=20392]

    I still need to give the snake a tongue and find some way to fix the eyes...

     

    Is white okay for the snake demon, or did you want some color..?

    While I do have the snake boned, you may want someone better to go back over it. :unsure:

    Snake_Demons_Sep_08_A030.png

  19. Sorry I haven't updated...

    Beginning of school... :o

     

    Here is a texture update...

    [attachmentid=20212]

     

    This model is still very basic, but I wanted input on the texture

    before I got too far into the model...

    How is the demon tail? or perfer regular rounded snakish tail?

    Snake_Demons_Sep_01a.png

×
×
  • Create New...