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Everything posted by NancyGormezano
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umm.. then do 1 less pass? - how many passes did you like ?
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Uploading images to the AM:Stills gallery
NancyGormezano replied to Eric2575's topic in Work In Progress / Sweatbox
Hmmmm...I just remembered an old model of mine that I might dust off, add a new coat of paint to, and use for the SEPTEMBER (hear that Eric? not August) sci-fi contest... Is it a bird? Is it a plane? no, it's Super-Moooooooo... -
Uploading images to the AM:Stills gallery
NancyGormezano replied to Eric2575's topic in Work In Progress / Sweatbox
I get no permission when I use Johns link as well - I am logged in, don't have a previously cowardly LURKER???? forum name (like some people) and I don't see any way to upload images either. I just thought someone got smart, locking me out finally. -
Heres what happens when i have nothing to do.
NancyGormezano replied to noober's topic in Work In Progress / Sweatbox
Fun character - makes me smile - has a lot of charm! -
Absolutely jaw dropping amazing.
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I don't use materials to color hair - I only use decals - it works very well in 15 (and in 13, 14) However - I wonder: Did you try to do a final render? An onscreen render (using render lock) will not color the hair properly and that includes even when using decals (shows up white, or the color of the emitter). You must do a final render to file to see how it would really look. No reason not to go with decal to color hair.
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FF 2.0.0.16 - and cannot use ctrl+, nor ctrl- on images (only works for text) I click on your image (in your post) and the image comes up in a separate window at something like 92% scale. If I click on the new image window, my icon for the cursor now looks like a "magnifyer" with a plus sign, and the result of clicking scales the image to 100%. The cursor icon changes to a magnifyer with a minus sign - and if I click again, the image goes back to 92%. I can "infinite" zoom in photoshop of course, as well as thumbs plus, and other graphic programs. I can read your images fine. But I'm wearing pants.
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Using FF & winders xp pro - the zoom only goes up to 100% image size. But with my screen resolution that I have set 1152 x 864, it's not a problem. Now if Vern could forfeit his rightly owned macho-man status, and decrease his screen resolution ...as well as put on some pants....then maybe... but then again, pdf works for those who haven't yet come to terms with impending decrepitudinosity.
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wow - that is one terrific looking model I would suggest you rig first - it's not totally necessary to do it first - but there is the possibility that you may find out you need to modify the mesh, and then would have to redo some of the texturing...(caveat: I don't usually follow my own advice) As for rigging - TSM2 might be the way to go - (try following Caroline's thread using TSM2) - it's fun! it's easy! It's possible!. Ok. 2 out 3 of those exclamations might be a bit exaggerated.
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I am definitely not an expert in greek or roman statues and I wasn't implying that the statue should show emotion. I was implying that asymmetry crops up unintentionally just due to the fact a statue is carved or sculpted by a human. Computers do perfection. Human sculptors using real media, no matter how proficient, will introduce "imperfection". Thats what distinguishes "one of a kind" art from looking like manufactured art. It's subtle - but makes a difference to me. What you are doing is wonderful, and far surpasses anything that I've done, and most likely suits your client wonderfully...but to illustrate, I've posted an image of Apollo statue head (which to me shows no emotion) Ignore the hair, shadings for now - but notice the differences in the features in the left and right sides - especially lip curves, eye slants, nostril openings/slant - they are probably unintentionally asymmetric. If your goal is to go for realism (ie, looks like a real statue) - then just tweaking the face a tad (after you're done) to introduce imperfection - could give it that ever elusive added "believablity". EDIT: Hey Congrats ! - do try to remember us in your prayers...
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The cloth looks fabulous - you crafty guy you My only crit so far is that the model is looking too copy flip attachy in the head - a real statue (person) would have asymmetry - perhaps that will happen later when you are almost doneish - add some variations in the face, etc? Or perhaps your client wants it that way? The asymmmetry, imo, would take it up a notch.
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Its good to have options - there are many ways to do things in A:M - Caroline's "trick" is a good one.
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I would suggest that you make an action called swim that consists of the 3 keyframes - and the action is say 24 frames long - then create your chor, drag eddy into the chor and drag the swim action onto eddy. You can then set the repeat count for the action to be 12 (for 12 seconds, assuming your project is 24fps) This gives you the most flexibility. You then have the option to play with repeat counts, and the action cycle length and where in the chor (chor range) you want the swim cycle to occur. eg suppose your swim cycle is too fast - you can then set the cycle length of the action (in the chor) to be 48 frames (making it twice as slow). and if you leave the repeat count to 12, the chor will now take 24 seconds. If you then change the repeat to 6, then the chor will take 12 seconds. In my screen capture - my swim cycle action was created to take 12 frames, but I changed it to take 48 frames - I set the repeat count to 2 - so the whole thing takes 96 frames.
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So far - Looks great! Those noses are called Roman Noses (I know, I know - Greek statue - same thing) - they are very typical noses for people of mediterranean descent (my kinda people). I would leave it to look like the classical statue style. No nose jobs back in those days...
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I'd say you need to get some head action in there - especially at the end - its too stiff - the head might look better if it's tucked into the chest tighter, and then rolls up, past the ending position, and then settles forward
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Yeah, right. uh-huh. sure. careful - don't let Martin see this....oops...too late.... looks great.
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as I said before - I love this style
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neat terrific wonderful style - love it.
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When you look at other people's images on this forum (try in A:M stills, contest entries) - do they look ok to you? EDIT: - I just took a look at your photos (my photographs) - they look good to me. It just seems to be some (not all) of the images in this thread that look too dark - but as you say - it is supposed to be a "twilight storm", and you seem to be going for silhouettes. Try some rim back or side lighting perhaps for some of the scene elements
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I like having the knee and ball rotator isolated as well - and a knee follow pose sounds good for those who don't. As for the neck roll problem - that might have been why I was seeing the funny behavior with the head geom going round and round when moving the hip controller (and head controller OFF) ... will check out your new update later
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Looks good...perfect.
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Thanks Mark. It's a little hard to give feedback - as I'm not sure who you're aiming this rig at. I gather the non-null foot controllers are because you are intending to develop some TSM type scripts for installation? It's liveable - but using nulls are so so much better. Better clarity when animating The ball controllers work real nice - Thanks. I did notice tho when using the ball contrioller, that a keyframe for the BalanceBase rigid shows up. I did enable the back2 geom bone to allow for translation (changed the manipulator status in the model). That is a good enough squetch for me for the torso. I don't need the precise equation of maintaining volume. One can also currently stretchsquetch the arms and legs both somewhat by translating shoulder, biceps, thigh geom (in FK mode). Not perfect - but usable. I also enabled translation for the Head Geom bone, and the back geom bone. If you want to have a good laugh - allow the head geom bone to translate, turn off head controller, and then translate the head geom bone up somewhat. The fun part: now move the hip controller bone back and forth - watch the head go round and round like the hands of a clock. uh...how is the head geom connected to the hip controller? - I know, I know I changed what you had - but still - very unexpected connection. EDIT: just noticed that can also translate hand and foot geom bones - for even better stretching - yah good...
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Kinematic constraint will not cause the bone to jump - "translate to" will unless you have compensate mode on (in ver 15 it is on by default, in previous versions it isn't) If you want to attach the wig to the head - you probably want to choose for the wig to "translate to" and "Orient like" to the head - both with compensate off if you want it to jump to same position, orientation as the head - or compensate on if you don't want it to jump & have previously positioned and oriented the wig correctly
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I was reticent to ask for finger controls (steves gizmo?), face controls when you rejected implementing heel controls (or at least sounded that way) - I figured YOU weren't interested. I would use this rig most definitely. It would have all that I would need for most characters. It even has some pseudo-squetching - good enough for me (last I looked) Even I would be able to install it, probably. EDIT: Just looked at your latest ver - looks like the pseudo spine stretchquetching - which was in the first version - as in could translate spine when chest controller was off - got "fixed" in most recent version - too bad. Can still stretch arms sorta when in FK mode (don't fix!)
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need I say gorgeous ship? but you knew that. Very impressive