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Hash, Inc. - Animation:Master

LeeAnderson

*A:M User*
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Posts posted by LeeAnderson

  1. Thanks Matt and Colin, I agree about the specular highlights. I'm not sure the place shown in my last render would be a waiting-line kind of establishment. I'm really excited to see both of your ideas. This is one of the coolest thing ever! Thanks everyone!

     

    It's possible I was download #32. A round and uninspiring number that is neither prime nor interesting. Whether that leaked onto my work remains to be seen.

     

    32--8 bows before it 4 times, 16 before it twice and His Mighty Lordship #1 (King of the Numbers) an incredible thirty and two times! Such a noble number is well reflected in your work, Master Sanson!

     

    I really like the colors you chose. I think they really relect the aztec influence that's in the design of the building. My advice would be to brighten up your shadows a little bit. Have you thought about using AO? Just a little would go a long ways. I want to see it on your desk!

     

    PS:Would 'Calavera' mean 'cactus' in spanish, per chance?

     

    I think it means skull. I'm not sure what's up with the cactus thing...it seems a little Tim Burton to me....

     

    PPS: I loved the game demo. "Run, you pigeons! It's ROBERT FROST!" :lol:

     

    Coolest game EVER.

     

    Thanks Chris, it looks great!

     

    Lee

  2. man i don't have v 13, maybe you should make some setups for the older versions, at least to 11 anyway(i have 12).

     

    You're right, I wish I would have thought of that BEFORE the model was done. Oh well, lesson learned, right? I guess we'll just have to do that for the next lighting challenge, right? ;)

     

    Nice job cleaning up your lights. The scene looks fantastic!!! They look like modeled bulbs :). I agree that you could soften your shadows due to the amount of light in the scene (I have no idea how to soften shadows in A:M - I still haven't gone through the lighting tutorials yet :P).

     

    Hey, thanks! I think that you really captured neon light in your render. I hope that you're still going on it! By the way there are two ways to soften lights that I know of. Add more rays cast in the shadows options if you are using sun or buld lights, or change shadow types to z-buffered soft shadows if you are using klieg lights.

     

    Here's a new one from me, the Calavera Cantina (I forgot to delete the polls dangit!) :

     

    calaveracantinago0.jpg

     

    By the way, I notice we have 40 downloads, now the people who don't have version 13 are off the hook. I didn't make this model for free, so I hope you are all just taking time to make it perfect; plus, I'm a little impatient to see what you come up with :P

     

    Lee

  3. Thanks Colin, I would agree about softer shadows, curse you rendering time!

     

     

    I feel stupid asking because I should know, but actually in all the years i've used AM i've always used UV mapping. How exactly do you use this normal mapping technique?

     

    First of all Ethan, I think the last thing that I would call you is stupid. Did you see Matt's post in the third page of this thread? He provided a link that describes normal maps. I assume you just use the normals maps that you have created with Bitmap plus material types.

     

    Lee

  4. dink around with the Glow amount and the spread in the Choreography settings. That'll get the glow tighter.

     

    Thanks Colin. You know, the word that helped me the most was "tighter", And WHAM, my brain clicked on!

     

    I think I'm pretty much satisfied with this version. I might have to pull a Matt and try some crazy things too

     

    two0.jpg

     

    manny.JPG

     

    Oh yeah, here's Mr. Calavera himself. If anyone is interested I could put him up for download too

     

    Lee

  5. Holy cow Matt, that's amazing! I love the specs floating around, nice touch

     

    I'm just coming to terms with the model itself - for some reason the end window won't go transparent for me and I can't for the life of me see why not. Any ideas?

     

    Sorry about that David. There's a wall right behind that window. If you hide everything but the "stonewall" group you can model the window in as shown and they reapply the rockground decal:

     

    windowfix.JPG

     

     

    Jimmy, you should tone down your glows a bit and try using custom lens flares for the lights ;-)

     

    Darn it, you caught me! I tried playing around with it, is there a way to get a completely white glow at the center?

     

     

    Wow Mike, you wouldn't have known that this is your first time lighting a scene. That looks great. The spotlights under the windows adds a glitzy kind of look. Good job!

  6. Calaver Cafe--Lighting effects and advertising...what a great thread

     

    Here's my first pass at night lighting. I was a bit of a purist and tried to stick to the look of the game...I think I need actual bulbs on the lights, though, and I don't think the neon is quite right. Any comments would be mucho appreciated.

     

    30 downloads, I can't wait to see these start coming in!

     

    LeeAndersonone.jpg

     

    Lee

  7. Bitmap Plus is very simple to us. You just load a Bitmap (diffuse color map) and a normal map and you've got yourself a texture that could cover every surface of your model instantly. You can even set randomizations in the maps so that you don't get noticeable patterns accross surfaces. It's a lot simpler than using UV mapping.

     

    If I had read this before doing the model, I probably would have textured it this way. Just for the record what exactly is a normal map?

     

    I covered up the windows with wood, so I didn't even notice. If you want to make the windows transparent, you'll also need to build the other side of the cafe.

     

    Or use an image of the inside of a cafe, that could look cool.

  8. Thanks for fixing that Colin. Sorry about that guys, I posted the model before I had tried texturing anything myself. Their needs to be a hole modeled in the far right stone wall and the window group needs to be moved down. Hey, it's free right? I'm excited to see what you come up with too Mike!

     

    So far there has been 26 downloads! I hope I see at least 26 variations, even if you're going for a same look as any entry above.

     

    Thanks so far guys, this has been a great success, keep 'em coming!

     

    Lee

  9. Great start Colin! I was hoping we could have a good neon lights discussion. Amient maps, I hadn't thought about that one, we should try it out and see how it looks. I love the volumentrics from the windows, gives it a spooky Casablanca kind of feel. If windows are translucent, will they let volumentrics through?

     

    Lee

  10. Quick question - do we have a time frame?

     

    Heck no! Take as long as you would like. Also, if you're stuck post WIPs and ask for help, that's what I'm going to do.

     

    And if we finish, would you like a description of how we arrived at our final look? Y'know, so that everyone can learn off of each other?

     

    That would be great! Maybe we could even talk Matt into explaining himself a little bit :D

     

    Lee

  11. Good gravy Matt, that looks amazing! When I saw this beautiful thing, I couldn't believe that it was my model! GREAT. Thanks for your participation, I hope this isn't the end of it! When other entries come in I hope that you'll give us some advice. Thank YOU for a wonderful first go at it.

     

    Still VERY amazed,

     

    Lee

  12. Thanks Stian, I hope to see you participate!

     

    Good luck on the gingerbread house Matt, I can totally see it happening! Labs over your head, huh?

     

    one question, can radiosity be used or is it a non-raidiosity lighting setup? i can do both...

     

    Yes, you may use AO, Radiosity or whatever you would like to light your scene, under any conditions. As far as your other suggestion goes. Well, my idea was this: I've done all of the hard modeling and texturing work for everyone, this way we can just focus, on color, composition and lighting. Cgsociety is set up the same way. They just have different lighting situations (candle light, outdoor light etc) every month or so. I agree that it would be nice to see other challenges, let's just see how this one goes. Good luck Mage!

     

    Thanks for your support everyone! Good luck, I'm starting tomorrow!

     

    Lee

  13. Thanks Nancy, John, Trajce, Colin, Paul and Al! I'm glad to here interest here!

     

    Alrighty, I haven't heard anything from up top, so LET THE GAMES BEGIN!

     

    Rules:

     

    1.Everyone is invited and encouraged to participate. This is a chance for everyone to improve their lighting skills, in the same way.

    2. Make this model your own. Become familiar with it. Light and texture it however you would like. Change the model itself, if you'd like.

    3. If you download this model you MUST post a WIP of some kind, even if you only end up changing the color of the roof.

    4. Don't compare your work with others in a way that is degrading. We all have unique styles.

    5. Ask lots of questions

    6. Have fun!

     

    Everyone at any level, and any step in texturing/lighting is welcome to come and post.

     

    Please post your results in this forum. Also be aware that you will get some tips and suggestions to make your piece better. Lighting is an artform in itself, and there's a lot of room for all of us to grow here.

     

    With that said, here is the project, and good luck! :D

     

    Calaveracafe.zip

  14. one.JPG

     

    Now here's the idea:

     

    There have been a lot of lighting questions come up over the last couple of days. This model was created with the intent of having a kind of group "tutorial".

     

    I stole this from CGtalk but the idea is that everyone would download this model ("That's quite a donation!" you may be thinking) with the specific purpose of lighting (and texturing) however they would like. We (pros to first day lighters) would all post our results in one topic and get feedback from each other. I think this would be a great way to teach and learn about lighting.

     

    The model was created in such a way that all a user would have to do is assign group colors (bump maps applied) and start lighting. This could also be a lesson in composition as this model looks good from multiple angles. I would love to see everyone's take on it; daylight, dusk, night, white walls, red walls, a green roof, anything!

     

    First of all, would I have permission from the guys on top for something like this? Also, is there any interest here from YOU, the users?

     

    Tell me what you think!

     

    Oh yeah, C&C are welcome too!

     

    Thanks for reading!

     

    EDIT: Model and Official Rules are in my next post on this page

     

    Lee

  15. Alright Caleb, I got a good 'un for ya

     

    I had several "aha" moments while reading this one. I love it! Light- a detailed tutorial EDIT I did a link to part 4, but all parts all great

     

    While on the subject, I think that we should do Lighting Challenges like on the CGtalk forums. I have a detailed model of a set I'm making right now for this purpose, would there be any interest there?

     

    Good luck Caleb!

     

    Lee

  16. No particle hair?

     

    Mark helped me steal Nick's hair and I think it looks great! There's also a little bit more red to the nose. As far as the stitching goes...well.... I'm not sure...it would be so easy just to leave it now. Dang Nancy, why am I getting less brave with these textures? I thought you were suppose to be leading me astray :)

     

     

    newhair.JPG

     

    You definatley have to explain how you do leather. I love that leather.

     

    It's nothing too amazing actually. The vest had a cool darksim leather material on it already. I flatttened that, played around with brightness/contrast for a bump map, and then dirtied up the color map. One thing that I like to do though, is turn the intensity down on my color maps and let the group color do its thing. This works good for the TWO style, kind of a detailed cartoon look.

     

    leathervest.jpg

     

    Thanks everybody!

     

    Lee

  17. Wowzers, I turned around and the texturing was done! Sheesh!

     

    allbodyfront.JPG

     

    allbodyback.JPG

     

    I thought about a really hairy chest. But I think I just like the stitches. I think it makes him seem...deader

     

    rightarm.JPG

     

    Here's his right arm, it's a rusty echo of the colors of the Tin Man

     

    Lee

  18. I added a little beard shadow and I agree, it does look better. Thanks Jeff!

     

    Also, I made the stitches a little more realistic

     

    face3.JPG

     

    New update: Pants. I also added the lining that Nancy suggested and I think it looks great. I'm going to darken it up a little, but it's a nice touch.

     

    pants1.JPG

     

    pants2.JPG

     

    Lee

  19. Maybe add some fleece around the neck, arm hole, outer edges (like the sheepskin on Nick's jacket) to give the illusion that the vest is lined with sheepskin (sorta connects them a bit more)

     

    I'm not even going to tough those first few but THIS one is really good. I'll give it a try.

     

    Nice face work. I'd go for a paler complexion than Nick Chopper. He was "dead" for a time after all.

     

    I'm not sure how much more pale to make it. Here is a comparison:

     

    compare.JPG

     

    Thanks for the feedback Ken and Nancy!

     

    Lee

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