sprockets Learn to keyframe animate chains of bones. Gerald's 2024 Advent Calendar! The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D
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Hash, Inc. - Animation:Master

mcgange

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  1. I just wanted to compliment you on the job you're doing, and point out that the main reason for reducing your patch count is to make animation (or posing) easier, not to save memory. The model data is stored in a text file; I'd worry more about the textures than the geometry. Good luck and try to finish up for the contest; I know I'm trying to finish.
  2. Yup. That helps alot. No offense, but you have ALOT of work to do if you want the Orc to look "correct." Wrist or no, their musculature is humaniod, so it's important to get it right. At the moment the biceps and forearms kinda blend together like a sock is streched over them. . .pecs, the abdominal area, legs. . you need to keep working to make them look right. . that said, if you plan on clothing him, don't bother. On the other hand, the head looks pretty darn good. Keep up the good work, I'm looking forward to the finished version! -Morgan
  3. Wrist or no, I'd recommend not using the toon shader until the model is completely finished; it tends to make the underlying geometry even tougher to interpret. I for one would like to see a a render with the default shading so that we can all make out the form of your orc a bit better, rather than guessing from the shape of it's outline. Just a suggestion. Seems to be coming along nicely tho.
  4. Thanks for the quick replies guys. . . in response. . yes I'm going for a slightly stylized look with a larger head and feet. . The eye is just a place holder for now. . I have a finished eye I'll slap in when I'm finished with the rest of the modeling. . excuse the wires superimposed on the images. . .it's the only one I have of the model at hand. Thanks again. . .I wanted to get an opinion expecially about the face. . it is spline heavy but I have the detail in the snout area since I was thinking about creating "snarl" poses. . .but then again. . .I may just take those splines out. . hrmmmm you've certainly given me something to think of. I'll post wires in an hours or so when I get a chance.
  5. Hi everyone! Just wanted to share my current WIP with you all. I'm almost done with modeling at this point, and I'm about to move on to rigging and texturing. Any input is welcome, and I'll try not to procrastinate too long about updating the thread. Cheers Morgan
  6. Cool. Personally, I'd specify a darker background color or a pattern. . .the white in the frame doesn't go so well with your color scheme. Other than that you're off to a great start; certainly farther along than I am at this point. If you don't like the (constructive) criticism, feel free to check out me.My Webpage and flame me in return - Morgan
  7. You may want to increase the size of the forehead area to make the model more proportionally acurate. I realize this is a bit of a caricature, so you may not want to do this, but I thought I'd point this out just in case. Either way, it's looking good, keep it up!
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