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Hash, Inc. - Animation:Master

noah brewer

*A:M User*
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Everything posted by noah brewer

  1. BTW, I would be happy to contribute any images that you guys would like to use. Although the images with the disclaimers at the bottom were based extremely closely on a photographer's work, kokubu-9 and kokubu-11 should be okay if you ever need them. thanks, Noah
  2. Wow, thanks a lot! I'm going to check out that tutorial, and also try to use radiosity on my next renders. As for the mood of the images, I'll just say that I'm glad to have a wife who is supportive of my work. (I know a lot who might not be...) noah
  3. 3 new renders are up now: http://www.angelfire.com/film/noanoa/kokubu7.html http://www.angelfire.com/film/noanoa/kokubu9.html http://www.angelfire.com/film/noanoa/kokubu11.html I know the hands still need work, but what do you think?
  4. Fantastic! I've been looking forward to seeing this for a while, now. The stills have always looked impressive.
  5. Ok, I put up two wireframes at: http://www.angelfire.com/film/noanoa/kokubu5.html http://www.angelfire.com/film/noanoa/kokubu6.html
  6. Thanks for all the comments! I just posted some slightly higher rez versions for all 3 renders. I also posted 2 of the original photos at: http://www.angelfire.com/film/noanoa/kokubu4.html Next I will address the specularity in the eyes, as well as the changes listed below each render. I will try to get some wireframes posted sometime today also. Thanks everyone, Noah
  7. Thanks! I will fix the thigh/cloth collision on the next revision, among other things. As for the skin texture imperfections, I use very subtle bump and specularity maps, with a subtly textured color map as well. It has taken me several hours in Photoshop to get the skin textures to where they are in these renders. Oh yeah, one of the renders has the sleeve from the original photo temporarily masked on top of it. ...I need to start modeling that.
  8. I'm still working on the hands, face, and cloth, but I've fixed a few things. The aliasing in the highlights of the hair is temporary; please ignore it for now. http://www.angelfire.com/film/noanoa/kokubu.html http://www.angelfire.com/film/noanoa/kokubu2.html http://www.angelfire.com/film/noanoa/kokubu3.html All comments and criticism are welcome! Thanks, Noah
  9. Wow, so many great and helpful comments!!! Ok, guys, just give me a week or so to make all these changes and I'll let you know when I'm ready for round 2 on this render. As for Alba and others, I will keep them in mind! Thanks again, everybody! Noah
  10. Thanks for the great input! Your comments reinforce almost exactly what my wife told me last night. The eyes are definitly the next point I will revisit, as well as other areas in the face after that. As for the Bubblegum Crisis, I alternate back and forth between modeling and animating. Currently I'm in a modeling mindset, but should be back into animating in November. I've posted some clips in the past, but my limited bandwidth usually shuts down my website for a day or so. I'll be happy to email some of them if your interested. I have about 35 seconds roughed out, but I've put very little effort into the character animation so far. I'm at noah.brewer@amgreetings.com Thanks, again! Noah
  11. This is based off of a beautifully lit photo of model Sachiko Kokubu. I still have more work to do on the hands, face, and cloth wrinkles, but it's mostly finished. The hair, skin, and cloth are all rendered with reflections, though the bump maps on the skin diffuse them a bit. The ribs are the only major area that I used bump mapping to cheat actually modeling the form. As always, any and all criticism is welcome. http://www.angelfire.com/film/noanoa/kokubu.html Noah
  12. Thanks a lot, guys! As for realistic texturing, my texturing is not that great, yet. I think what is of equal importance is the lighting. Once the camera position is set, the lights have to be positioned rather carefully to help make the scene look its best. I also use raytraced reflections on most of my surfaces, which helps, too. On top of this, having scenes at night with a lot of shadows prevents mistakes from being too visible to viewers : ) I just learn a little bit, day by day. The key is trying not to forget too much... -Noah
  13. Wow, impressive. The shoulder blades and abdomen come across very natural. I wonder if a bone was set for every feather on the hat?
  14. Thanks! But, if you want to make something in 3D, you should try it anyway; Everyone will have a different interpretation of something they like anyway. One thing that you stumble across in making the hard suits into 3D is that, in reality, they wouldn't be able to twist their torsos unless the suits were made out of some kind of flexible metal. Fortunately, this can be cheated in both 2D and 3D without being very noticeable. Noah
  15. Absolutely. I've been using A:M for about 5 years now, and have really enjoyed the cohesiveness of it. Now, if I could just find more time to work on 3D... Noah
  16. I think I see your point. Thanks for your advice and the links. Noah
  17. Thanks a lot! My actual goal is to become an animation director, so I think adapting an existing animation through my vision is good experience. As a director someday, I would love to work with talented writers, character designers, and animators to make original movies. For right now, though, I'm enjoying working on this project. -Noah
  18. Fantastic work! Thanks for showing it to us! -Noah
  19. Hi, everyone. I've been out of touch for the past few months, but I thought that I'd share some stills that are in-progess. You can email me at noah.brewer@amgreetings.com if you would like to. Keep up the good work, everyone! http://www.angelfire.com/film/noanoa/index.html Thanks, Noah
  20. Looks great! Are you using the porcelain.mat on his face?
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