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Hash, Inc. - Animation:Master

3DArtZ

*A:M User*
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Everything posted by 3DArtZ

  1. Xtaz, here is a screen cap. the smoother map def. helps the model have the "muscle under the shirt" look.
  2. Cool Xtaz! Results are def. better as the gradient or softer transitions between the light and dark translate to the surface elevations. If I can get motivated enough to do more on this I will certainly make better maps. I loaded your edited map and it looks very cool! will post a moooovie.
  3. Here is the map I used. It took me all of 2 minutes to make it, which shocked me... lol.
  4. hey guys, thanks for the comments. Xtaz, the convex you mention is the actual model itself, not from the map. I built is sloppy and fast. I'll see about getting the map up for people to look at. Gerry, I know I have not been around for awhile... but you know I expressions and driving decal strength!!! lol.
  5. That is a great tip.... I just figured it was some sort of limitation with using zbuffered shadows that wasnt ever going to be fixed!! thanks.
  6. Just remember.... less is more when you're doing body animation. that audio clip could easily be accompanied by practicaly zero body movement.... maybe just a change in body stance and a motion of the head....
  7. Okay.... now Im just playing around more lol SupaMAAN2A.mov
  8. Cool.... I know I'll apreciate this once I upgrade... btw, why can't I log into the reports site? Aslo, why is everything "centered" layout wise on this site?
  9. I think I was annoying Martin at one point so... I just sort of stopped saying things....
  10. If i use displacement in a regular render I dont' get shading. How did you get that? Im still using v14c.... Hmmm... i never had 14 so i can't try that. But if it works in v14 we ought to be able to have it now. that's part of why I have been resisting upgrading.... v14c is a very solid version and does everything I need for now.
  11. If i use displacement in a regular render I dont' get shading. How did you get that? Im still using v14c....
  12. yeah... what robcat said... this vid didnt use multipass. I think if its a bit away from the camera one could get away without it. Mike Fitz www.3dartz.com
  13. Looks good xtaz! nice floppy follow through on the motion. adds good character! Mike Fitz www.3dartz.com
  14. thanks Spleen! Im toying around with the idea of doing more... like maybe arms and back to see how far I can take it... Mike Fitz www.3dartz.com
  15. thanks, takes a lot of effort to keep fit and trim like that! lol.
  16. Hey guys, been a long time since I've posted anything.... still working on that audi model.... Or I should say still not working on it!!! lol. But had an itching to mess around with some displacement maps. Simple torso model with a displacement map and then used again as a diffuse map. 6minAbs.mov Mike Fitz www.3dartz.com
  17. this face rig stuff seems like a bit of extra work to set up a face rig in AM with the tools we have available dont you think? When I set up my characters for facial animation work, I just use bones for the lower jaw, upper jaw, tonge, eyeballs, upper head with appropriate control points assigned to these bones (via named groups.) then I create lipshapes and faces shapes saved to poses all with dboxes. the pose sliders then can call these shapes which interpolate witheachother to make a wide variety of needed poses.
  18. I would at least examine the possibility of using 3m liquid rubber spray on the roof. unless the entire roof leaks... you know if you can find spots that are the main leakage points and just use the rubber spray over that area as a quick fix until you get the roof redone.... if you can do that, you might need like 30 cans though. good luck... also no homeowners insurance.... I mean that's like skydiving with no parachute... you're going to eventually hit the ground....
  19. I get the feeling that there would be much less work with CP weighting with David's splining method. Hey I hope so... I can't really speak to that as I am not really familiar at all with David's rigging work... which appears to be very capable!
  20. I like those shoulders. Those look like thy would be easy to rig. I agree the splinemanship is pleasant on the eyes... but I dont exactly see the shoulder rigging process being any easier with this mesh layout... more along the lines of a ton of feathers or a ton of bricks...
  21. Thank you Nancy .... now, main set .. Lau's house, it needs a lot of work yet I liked this look the best... somehow I think that the look of the characters would be better in a dry arid looking environment like a mexican desert town instead of a lush green location...
  22. Looking Great! Hope to see more soon!
  23. I'm sure it would look better. I looked in that Blender thread but I only saw a couple of images. There are great painted dinosaurs all over the web, but i need to learn to paint like that. Like... where's the right place to put wrinkles and where to put small scales where to put large ones and what are plausible color patterns... well Im just talking about for sh$ts and Giggles just to see how it would look. not to use it as "your" final. you know?
  24. I wonder how this would look if you used some high quality "realistic" looking maps. I bet it would look really nice. there is a link in this thread above to a discussion that has some nice looking maps.... maybe give it a try.
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