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Hash, Inc. - Animation:Master

John Bigboote

Hash Fellow
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Everything posted by John Bigboote

  1. Maybe have a look at some of the DarkSim skin and flesh textures... there are some that might add a 'zombified' decayed flesh look to him.
  2. looking good! I like that!
  3. looking good! I like that!
  4. Yup. Muhair seems to make that feature unneccesary.
  5. Render finally finished... BLOX_small.mov
  6. COOL!
  7. Holy Cow! Steffan's birthday... AGAIN?! Happy Birthday... Yoda!
  8. I think the coloured shadows are due to a raytraced spotlite... I don't know tho... could be something from Fuchurs original project- I noticed it then and then made some changes here and there... like I do...
  9. Crap! I forgot about that one, John... I need to look at your settings too! Great stuff!
  10. I downloaded and played with Gerald (Fuchur)'s GREAT project from here: http://www.hash.com/forums/index.php?showt...cloth+soft+body LOVE playing with this stuff! I find it fascinating that every time I re-simulate I get different results- even with the blocks in the same initial position. BLOX.mov
  11. TV commercial... games...web... SFX... 4K, 2K(HD), D1... rendered-non-rendered... character(s) or logo... LOTS of factors involved, Rusty. Most people charge by hour.
  12. That's what I was thinking too... or do a 'save-as'.
  13. Happy Birthday and THANKS for all you have done for us... another 'where is he now' guy. Maybe I can ask Ken Baer...
  14. Very cool. I DL'd the project but can't seem to see the 'rock' model when I quickrender in the chor... trying to figure out whuddupdat.
  15. Here we go... in this test I am animating and displaying several advanced features of A:M Hair... including dynamics, collision-detection, muhair shaders, animated length, color, and thickness... This test has 1 pass for speed- will set-up a beauty render overnite... I need to go vote now. EDIT: Ah- I see what I have done here... I actually just changed the color of the BALL- which for some reason changed the hair too... don't know why. Should help for your need though--- I'll keep experimenting over here. HairBall_PRJ.prj hairball.mov
  16. I think I got it to work...(testing now) using the method I stated above. TRICK IS, you need to set the hairs color in the material emitter to 'not set', and then you can keyframe it's color changing in the choreography. Will post a test and prj shortly.
  17. I can look into that... seems you would do it in the chor... unfurl the 'show more than' triangle and dig for the property that you want to control...
  18. Those are BIZARRE! I could not pull my eyes off of them... that's a LOT OF WORK! Pray-tell... what is the name of this AE fluid simulator? You have a very good grasp of it!
  19. Interesting thread... I've tried making strands of hair and applying cloth to it... I forget where those tests are. I do use the 'pre-roll' option... sometimes as much as 4 seconds of pre-roll- it takes an extra 10-15 seconds before the render, so not that big a deal. I use because- as Nancy stated... I choose to use the hair's gravity option. For my 'avatar-babe' I have the long hair in back using gravity and is UNgroomed, so because it's long and has very little drag- needs about 2 seconds of pre-roll... whereas the GROOMED hair on the top of her head is shorter and does NOT use gravity- so no pre-roll on that. You can see a bigger example in the link below my signature, AVATAR.mov.
  20. Outstanding minimal SPLINESMANSHIP!
  21. Yeah- GREAT! I really like her scarf!
  22. Highly realistic! Wow- a lotta time into that I can tell... GREAT FUR!
  23. Yes... me. me. Are you going to render or do we...? Am I sending a prj... or an image sequence.
  24. I applaud you Jesse!
  25. We shouldn't turn this into a contest between the 2... but isn't 3DCoat a full 'voxel' modeler too?
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