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Everything posted by NancyGormezano
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none of the materials was included with the project - need everything...
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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...
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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
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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)
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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?)
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CatBall - MouseBall - JellyBall
NancyGormezano replied to NancyGormezano's topic in Work In Progress / Sweatbox
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 -
My Pass the Ball Entry...
NancyGormezano replied to brainmuffin's topic in Work In Progress / Sweatbox
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. -
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
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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...
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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...
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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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heres another wild guess - I just noticed you said it works correctly when you render to screen - I experienced something similar with sprites - would render correctly to screen but not in final render - turned out I had to set some parameters in the Sprite system properties even though I had set them in the emitter property - it might be the same problem with hair - try setting all the hair system properties by just keying in what is already there..
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I wish I could help - best to post the picture - but also unfortunately I don't think hash will be doing anything more to fix any of 10.5 bugs as they seem to be deep into ver 12..I can't say that I've experienced any hair length problems, or hair spec probs in 11 in the reflections - if you don't want to switch versions in the middle of a project - some workaround might be the only choice...
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Just edited my previous post - don't want to steer you in the wrong direction: "just rechecked the project that was giving me trouble (in 11.1c) - and I was doing a combo of toon render with hair (using an image emitter) & reflections - the reflection was wrong - when I did it without toon, ie normal render (no shadows, final render, no multi) - the reflection looked strange - but was probably correct - was showing the dark side in the reflection, and confused my poor little brain) " Are you perhaps seeing the "dark side" also? (not sure how things worked in 10.5)
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yum - beautiful - looks to me like you have found a wonderful new toy that truly inspires you ... (or is it the cold medicine?)
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very appealing style - should be very cute when finished
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I wish I knew. Obviously for me, I had to move the inactive model when I didn't want the hair to show the shadows and bring it back to position when I did want to see the model. As for when its active - I have no idea what to do... I had to change my plans and shoot from a different angle - so that one didn't see the reflections... in another shot - I just lived with the bad imagery. - not a good choice. EDIT - just rechecked the project that was giving me trouble (in 11.1c) - and I was doing a combo of toon render with hair (using an image emitter) & reflections - the reflection was wrong - when I did it without toon, ie normal render (no shadows, final render, no multi) - the reflection looked strange - but was probably correct - was showing the dark side in the reflection, and confused my poor little brain)
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yes it is a bug - I also experience it in 11.1c - reported it a long time ago. you will also find if your model is made inactive the shadows and reflections will still show up from the hair. like a big hairy ghost... doo do doo do (hum to theme of twilight zone)
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oooooooo....pretttttyyyyy....
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it occurs to me that one might be able to get the stitches lined up along the path using emilio's new sweeper plug-in - although the path itself looks tricky to setup. regardless - amazing effort mr. bigboote! - something a lazy person such as I would run screaming from.
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I just love this character sooo much. Just makes me laugh everytime I see it.
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I like the second one - camera shake adds alot - also think the toon render is a nice enhancement - good job.
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some beautiful stuff, Josh - only suggestion might be to have a "next" and "previous " button when viewing the images - rather than having to go back to the "thumb page" to get additional images But overall very nice clean design of site - something I seem to be incapable of...
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hee hee... what Fun fun fun - looking mo' better, mo' funky - love the earring - excellent touch. Perhaps he & one of Mr. BigBootes' Babes can have a rendevous ? - or perhaps a umm...working relationship?
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Then his undies need to be purple silk. He's looking really good, great character - but whats that thing by his belly button?