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Hash, Inc. - Animation:Master

John Keates

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Everything posted by John Keates

  1. I really like this composition. It reminds me a bit of the kind of stuff that I paint sometimes. ( examples of which can be seen here: http://web.onetel.com/~lavie/ ) Is there some kind of deliberate symbolism going on or is it just random? I am wondering what the writing on the boat is.
  2. Hey, that is really impressive stuff there! I would love to see some of those models with some more light on them. There looks to be a lot of detail there. The hair on the central character looks good. Were the rocket flames done in PS? Maybe you could have used AM spriticles. One thing, there seem to be some black specks there. Do you know what could be causing this?
  3. Can we make it the 24th?, I will be moving at the end of the month. No need to apologise for organisation Steve. It is a blessing amongst us artsy types.
  4. Yes, the magic number indeed. Perhaps, if it is a full moon and we all talk of Hash at the same moment, we will be transported to a world of pure spline... We had better arange a place as well as a time. West london (or west of london) somewhere is good for me but I could also do central.
  5. Things ara a little shakey at the mo but they should be settled down by then. Three should be enough to go on for now, after all three is a crowed.
  6. I am also in the London area and would like to meet up some time. Just let me know.
  7. Great character there. The spline formation is certainly working well. One thing that struck me though is that the eyes are pointing sideways. In a cartoon character it is usual to have them pointing forwards so that they are more human. At the mo, when he looks forwards, he is a little cross-eyed. Just a thought.
  8. looking good. Bare in mind that you can turn hair off in the render options for when you are modelling and animating and then turn it on again for rendering.
  9. Thats looking real nice there John. I must give this a go soon.
  10. V. Navone: "For me they also suggest a harmless animal, like rabbits or dear, whose eyes rarely show their whites." I remember reading that many animals have black eyes because they are less easy for preditors to pick out. The black on white target is a very powerfull visual signal and can be picked out at a distance or in dim light. I guess that the fact that prey need this more than preditor explains the cuteness corrolation. It is interesting the way that you can get around the lack of indexicality (if that's a word) by moving the whole eye rather than rotating it - like where the eyes lead the motion at the first head rotation. So much to learn, so little time (sigh). Ps. Calvin and Hobbes rule!
  11. Hey Victor, beautiful stuff there allready. It is amazing how much of the acting is done with those little eyes next to the big mouth - even when they don't have pupils. I would be interested to know what guided the decision to go un-pupiled.
  12. Interesting looking vehicle there, I like the daring design. In beta 2, you can use a reflection filter to get a stronger colour reflection (if you want). You can have the reflection at 100% and still have it coloured. Just thought I would let you know.
  13. Hey Greg, I was wandering what the dither part does? Also, although I am not sure if I am quialified to pick you up on this, isn't box sampling the way to go when you have square pixels? I know that the rods and cones in our eyes are round but pixels are square so should have square sampling. Am I just confused here or what? It has to be said though, there is no doubting the effectiveness of the technique.
  14. You might be better off using multipass (only avaliable in v10.5+). This should cure it.
  15. Hey OdinsEye2k, that looks pretty good. I am working on a similar thing at the mo so I know how difficult it can be. Things that I noticed: You are missing the little muscle lines that go at the corners of the mouth which are due to the Orbicularis. I think that you could probably get these just by pulling your existing mesh around but it is hard to se from the res of the images. The butt is a little lacking in definition but again, this could be achieved by tweeking what you have already. The belly button and the trouser snake are obviously missing. I guess that you just aren't planning on including them. The spine spline could do with pulling in, or the splines to the side of it pulling out. At the moment his back looks a little flat. The only other thing that I can find is that the shape of the thumb is a little off. He seems to be missing the meat of that goes between the thumb and the rest of the hand. That is about as much as I think I can find. There doesn't seem to be much that you real need to add rather than just pull around and I guess that is the main thing. Nice model though. My favorite bit is the arm - you have done a really neat job of putting the muscles and bones in.
  16. I've always liked your stuff and this is no exception. It has a wonderfull sense of materiality and character. I can't wait to see animations produced with your models. You were the one than modelled the cat with the lantern right?
  17. This is realy nice stuff. It is nice to see th 3d medium used to make these kinds of illustrations. Are you using a gradient on the roof? Looks good. I also like the way that you made those clouds. One thing that I noticed though is that the reeds in the foreground coincide a lot with the house. This makes a relationship between them and kind of flattens things out. You could either separate the objects or make them cut across each other more to give them more of their own identity and set the space.
  18. [quote name='zacktaich' date='Jan 21 2004, 11:52 PM'][quote]Ahhh!!! Revelatory perturbations. Bobs your uncle and no porkies![/quote] huh? [/quote] He he, I thought that I would come up with some obscurities of my own. A perturbation is a movement that is cuased by something. An example would be a ripple in a pond caused by a stone falling. A revelutery purtabation would be where someone has an insight for the first time and it sends ripples throught thier brain. "Bobs your unkle" is an expression that kind of means "there you go" A "porkie" or "porky" (which is how it should realy be spelt) is coceny rhyming slang. - Pork pie - lie. So "no porkies" means "no lies". This seems to be turning into an obscure language lesson. :blink:
  19. Ahhh!!! Revelatory perturbations. Bobs your uncle and no porkies!
  20. Iham Wrong, I am afraid that I don't understand your lingo. Maaco? Wrench for my monkey? That car looks pretty swish. I had a good laugh at the man in the third shot down. Cheese features Mcenzee.
  21. Here is the latest render. I have made some of the suggested improvements. What I would like to know is: What sticks out the most when you first look at it? I am aware that it is still a little lumpy but I don't want to spend too long on it. It is just a prop really. It will be used in scenes where it is moving or where the focus is on the driver. It is not meant as an example of mechanical modeling or car design. However, on the other hand it would be nice to get it looking as good as possible so if you think that it might be port-folio worthy with some more work then perhaps I should bash away at it some more. Thanks in advance for any replies.
  22. I tried yesterday but I think that the furums are clogged up with marinds posts at the mo I will see what I can do.
  23. Nice work! Looks like I have a bit of work to do on my car to get it up to scratch.
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