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Hash, Inc. - Animation:Master

NancyGormezano

Film
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Everything posted by NancyGormezano

  1. Thanks Tom - (not sure which hair you're liking) - but for short sparsely populated hair that I used on Marlene for her fur - see attached jpg for hair properties that I used (nothing really special). It may be too sparse for you. As for why hair might not have shown up - assuming you had both particles/draw hair turned on (option under rendering or shift 8) AND the realtime setting in hair material was set to shaded...then it is possible that the patches you had the hair material applied to had the normals facing inward - and you would have to "flip normals" ( Shift 1 shows normals, then rt click on patches - flip normals if not correct). Properties that I mainly play with are (in the Hair System) - length, and in the Hair Emitter - Density (be careful - depending on your system, can bring you to a halt), and thickness. Upping the thickness can compensate for low density. I think the help html has a good description of the other properties. Once the hair shows up - you then could go into grooming mode for some styling. That should get you started with some basic fur that will take on the color of the underlying geometry to which it is applied. Would be happy to answer more questions as you get further into it.
  2. I like it - has a nice mood to it - a misty morning at sea, quiet, serene. I also like the curvature to the horizon (wide angle camera?)
  3. Really is a great clip - loved the color scheme, clean style, opening scene (very creative) - great character (and I don't like robots) - loved the camera angles & the cutting, great sound track. Story was cute - but I must say I had to replay it a few times in order to really get a sense of what it was (didn't hit me the first time - could be because I'm old & slow) I first viewed the small movie, knew it was worth downloading the larger - the big is better treat (of course, duh). Reminded me of the blue man commercials for Intel - same good quality, feel, fun stuff. Drat. My green-eyed-Insecurity monster is ballooning again.
  4. He really is a cute little guy - perfect face, very endearing, innocent - you're doing a great job
  5. very well done - great cinematography, looks like a winning excellent mood shot entry to me... (glad to see you changed file format to zip from rar)
  6. ooooo Rodney - really interesting - I can hear Thom rattling now ...
  7. very interesting look - like an etching - very appealing - I like both looks - the first is more abstract, mysterious - 2nd is clean & obvious, almost like a blueprint but artistic
  8. just saw the blink & expressions movies - wonderfully expressive face - good job! really, really like how he comes across. friendly, goofyish, endearing, happy. don't care for the heart/chest chamber - think it should be a smaller, more intimate compartment, less robot like - but hey - artistic choice... Have you made him walk yet? (maybe I missed it - will recheck)
  9. Nice, very nice Xtaz - loved the scenery, good surprise to the story, sound design was excellent and contributed in bringing la selva to life. I viewed the small sized movie and felt like I could still appreciate what you were doing. I'm sure its very beautifully rendered in the larger less compressed versions - muy bueno! (unfortunately I don't speak portuguese)
  10. Sounds like a good resource to use for gathering ideas - had never heard of the game (could be cause I don't play games - ya think? ) - I have just googled it and will be investigating ... hey! Did I hear someone say Plagerism ? http://www.sjgames.com/toon/
  11. John - I've experienced something similar - in that I couldn't get it to render correctly with a continous frame range render - and had to rerender frames separately. BUT I was using sprite system particles (that were puking all over the place) - Are you using blobbies? (not boobies, we know you're using those ). Maybe it's a similar problem... Also I'm wondering do you have an aim at constraint (or some other constraint)going on for the light? Tho I don't know why it would make a difference in render sequence - but perhaps some channel computation is producing over/underflow when interpolated (quaternions?)
  12. trying to post image of wallpaper offset vertically - let me know if you want me to remove this from your thread...
  13. Yes definitely - lighting is better - also what occurred to me about the wallpaper is that the pattern is not offset vertically as it would be normally when hung properly - thats what I think makes it appear a bit peculiar - I do like the pattern ... Home Depot?
  14. none of the materials was included with the project - need everything...
  15. relooked at your first images posted of screen render & final - looks to me like the color of the grass is the color of the water (final) - are you sure that your grass group isn't part of the water group or vice versa - I'm really stretching here...
  16. Love your character - love the room - love the style - love the color choices As for crits of the room scene - door is definitely tooo bleached out - also think - some "dirting" of the wallpaper especially (and other items) would help adding character to the scene - need greasey areas, perhaps some torn places, scuffing.. not a whole lot - but just some to give it a bit more fakey-still-toon-reality LOVE the bedspread- perfect
  17. Sometimes I also find if I've been doing a lot of experimenting, fiddling, changing order of application decals, etc - AM gets kinda confused - and seems to be operating in a different time zone (couldn't possibly be me) - soooo... I would try deleting the decal (whole thing) - reapplying the decal - and going thru the drill again - change property to OTHER, add property - diffuse_color. ALSO what just occurred to me - do you have a GROUP that comes after the "grass" group in the model that the grass group belongs to? that might override the properties - change the order in the pws - (also find sometimes this doesn't register immediately) - but if I keep moving them in the pws (ie changing order) eventually it sticks - (bet that was clear as goo)
  18. Curious - How many stamps of the decal do you have? - I notice that if there are multiple stamps & one selects "Other" for the decal application method property - and tries to then "add property" - multiple choices of "diffuse color" show - (with no indication of which one to select, or is already selected) - I usually try selecting them one by one (and keeping a mental note which one I've selected) - until I get the effect I want - that usually clears it up - also was not exactly following if there was another material (other than hair) also applied to the patches... also what is your rendering params (final? , passes?, etc) - sometimes I have found a difference -(could be making this up?)
  19. Thanks mucho for the comments y'all - No magic there - I set the specular color to green - with both specular size, and intensity set to 100%. Most of the settings are mysteries to me in terms of predicting what the effect will be - So by trial & error I came up with: on the jelly - the diffuse color is a turquoise, ambiance intensity = 20%, transparency = 75% - stripes on jelly are applied as a patch image color =100%, & also ambiance intensity =500% (don't ask me how that works). In the scene there are 3 lights, 1 white (85%) - 1 orange 100%, blue 45% - orange & blue track the jelly, white is fixed. Modernhorse: I will check into the timing of the sounds in Catball - I struggled with it - and had my husband vote on which timing he preferred (maybe that was the problem?.. shhhhhh...he might be listening..and I'll deny I ever said that) Brainmuffin - I get what you're saying - but I actually was going for the illusion that the cat wasn't going to let go and was off on a wild ride in "space" - I'll think about what you're suggesting... thanks again - this has been fun - it's neat to do small manageable segments - very satisfying
  20. fun idea - love how his eyes, head follow the ball motion, and I am intrigued by the very interesting ball manipulation - only crit I have is at the end when he puts his arms down - looks stiff - would like to see some sort of flourish with his hands/ wrist movement - something to indicate the "tada!" moment. clever stuff.
  21. I had buried these in the Pass-the-ball thread - decided to expose them - even tho they could use a tweak or two or ten - I'm done ... the compressed versions: http://www.intercad-inc.com/nancy/JellyBall.htm http://www.intercad-inc.com/nancy/Catball.htm http://www.intercad-inc.com/nancy/Mouseball.htm
  22. checked your image - first off - it's best to post a jpeg - so people can view it easily, and be able to offer better suggestions - SO since I highly doubt Hash will fix any bugs in 10.5 (not even sure about 11.1) - you most likely are going to have to find a workaround & perhaps change your scene plans So in that scene - since one doesn't see the both the "real" guy, and mirrored image of the guy at the same time - perhaps you can fake the reflection by setting it up with a either a compositing program and layering the transparenty cracked mirror on top of guy - or do it in AM that way - film the "real guy" with a transparentish faked mirror in front of him...
  23. I may be comparing apples to garbonzo beans (and yes I've been called that a few times)...but in ver 11 (I do not have 10.5 installed) - there are two areas to set properties for hair - the system, and the emitter. Even though the default properties may be set for how you want them (as witnessed by them rendering correctly to the screen) - it may be necessary for you to actually type in the default values (to render correctly in final): - so using my picture as an example, one would actually key in 100% for thickness, kinkiness, etc. I had to do that for some Sprite (not hair) systems (which has a similar setup) in ver 11 to get it to render correctly in final. I have not found I need to do this for hair in ver 11.1c LIKE I said...may be apples to garbonzo beans...someone else pleaseeeee help ... save this poor guy from my wild arse guessing...
  24. has potential, neat idea - clean up the nose thingy (make it a bit smoother)- add some interesting artistic background, textures & it would be great for the group effort of Pass the ball
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