John Keates
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Posts posted by John Keates
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Hi Steve,
Great start! You seem to have squeezed every bit of comedy you could out of the scene. I would like to see a little more of the tin man walking off so the action of him going the wrong way then following the others is fleshed out a little more.
However, as you say, the whole thing has to be organised a little better first. I am of the opinion that everyone else should fit to you and I'm sure you would agree
Wouldn't it be a good Idea to get some very basic blocking done for all the scenes so the characters start and end in the right places, then, once an animator completes a scene, they make sure that the adjacent scenes are still continuous?
John
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This could be a shadow bias thing. Try raising the bias value.
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Looking good.
Two things:
>The axe flies off at an angle (should go straight up).
>He is stood on one foot for some time and I would expect this to un-balence him a little. I would have him lean gradually and then take a little step after his left foot comes down to balence him. I think that would give some naturalism to the scene. (does that make sense?).
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That is a really nice looking car. Having done a little car modelling I can vouch for how hard it is.
You have tempered the tendency of splines very well but I think you are asking a little much of the 5p patch to the side of the headlight there. I would be tempted to add another radial round there to smooth things out and get more control.
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Looking really nice Kevin. Hopefully you wouldn't need to use transparency if there was hair jitter in there.
I grabbed some time to play with your shaders the other day and they are great. I assume this is the simpler one?
I like this character. Suitibly monkey-ish with a slight anthropomorphism.
[EDIT] I don't know if this is just my mind but that banana kinda looks like something else from a distance... cheeky monkey!
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Great to see it finally out there for the public to marvel at. Nice to see my name on the credits too... though what I did is nothing next to your massive achievement.
Now get back to animating you lazy bastard
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Really great modelling texturing and rendering. I can't wait to see you try rigging and animating!
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I journey into London now and then and there have been meetings on occasion. They fizzled out recently but we will see...
I like your work by the way (looked at your website).
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I have had good results using the minimum soft reflection quality when using multipass if I combine it with a fine-grain roughness. The roughness helps break it up a bit.
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Hi Jim. I shuold just point out that there is already a fresnel term which alters the reflectance with angle... but I guess you might just be tweeking that.
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Looking lovely there Jim. I am starting to wish that I had found that extra hour in the day so I could have made her but I'm not sure if I would have done quite as good a job.
One little thing though: Maybe she needs some thikness to things like the dress and the hair. I know that it is a lot of work but I think it will really help things catch the light and look more solid in close-up.
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I think I would have called it "chin" but Ken is Irish so I don't know about him
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I noticed the chin too but didn't want to mention it incase it appeard as sour grapes. I completely understand what you mean about starting again though. I think I may have done the same.
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Gosh! She has had quite a mak-over there. I guess that ...metalic surgery gives more control than plastic surgery.
Hang on... we arn't made of plastic!! I'm confused.
When I was thinking about riggin the hiar I was going to put a chain in each strip that could curl and un-curl like a spring (only this would usually be quite subtle). I was thinking that, as well as secondary motion, it could provide some squetch type expression.
But they are looking different now... more logarythmic.
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Hi Jim. Good to know she is in safe hands. I am getting payed some money but I am seeing it more as the first rung on a ladder. Good luck with it all.
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I haven't got the time to work on this model so I will post what I have here and someone else will be chosen to continue with it. I won't have time to rig Nimee Amee iether but I would very much like to see my rig used for it.
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Hi Jim.
Actually, the inner mouth (lets call it) doesn't deform at all. I just shaped it so it would look that way. I see what you are saying about keeping her looking mechanical though. I am thinking that this aspect of her look may well be something that will be tweeked as animation tests are done so maybe I had better stop loosing hair over it and move on for now. Also, I am thinking that I could make some pose sliders that can adjust the look.
I have made the foot. It is nice not to have to do the toes. I havn't tweeked it all that much. It is something else I expect to come back to.
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Hi Guys, and sorry for not doing that much recently. I found some tweek time and did enough to warrent some feedback. I have been working on the mouth - particularly making it look good when open and closed. I tried to make the jaw fit with the cheeks as much as possible whlst keeping some kind of seam. I would prefer no seem at all so that she looks more natural with her mouth open.
Jim,
I softened the eyebrows and a few other things as suggested.
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Hi Guys. I am kinda busy at the mo. I'm regretting getting into that other thread but I think I have clawed myself away now. I have done some work on it but I am trying to resolve the thing of making her look good both with her mouth open and with it closed. I will show you when I am getting there.
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Hi Jim,
I have been looking at those lips some more (one of my favorite things to do at the moment) and there is a little tweak that you might want to consider.
Usually, the lower lip is further back than the upper one. this extends right to the edges. If you do this then you end up with a kind of... perturbation. This would be drawn as a line often but in a model it is like a kinda wobble... thing.
It is a bit hard for me to explain, but I think you can probably tell what I am on about. I know that you like to keep the feature count down on the ladies but I think that it is a kinda cute feature and is good to work with for subtle smiles and such.
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Hi Jim.
She is looking really beautifull now. One thing I noticed though... the tendons on the front of her neck should be angled. They attach to the back of the scull (If I remember correctly). It is a bit of a trial to get the splines working well that way (compared to them just following up) but I think it is worth it.
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NIMMIE AMEE if you don't mind. Or MRS. YOOP as a second choice. Ta.
Oh, and David Rogers has the Tin Girl.
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That's the one!! She looks much more like the drawing now. She has that lovely smiley quality.
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I was worrying that she wouldn't be able to grimace because of the shape around her mouth which is kinda smiley so I did a little animation test.
It looks like she can grimace in animation but when she is still, even a grimace has a cheeky look to it. I guess it would be possible to make the cheeks move right down but this could look odd. It might be better to rely upon the animation and avoid long shots of her grimacing.
The animation is best viewed by scrubbing back and forth as it is a little slow.
Steve's Head Gizmo V2
in Featured Rigs
Posted
I haven't tried using it yet but the results certainly look good! I think this is some of the best animation that I have seen from you. I would like to see more!