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Hash, Inc. - Animation:Master

3DArtZ

*A:M User*
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Everything posted by 3DArtZ

  1. Jeeze... that is a nice model..... If I can finish the audi model Im working... we should race!!! btw, did you add a "thickness" or edges to the panels that make up the body? Mike Fitz www.3dartz.com
  2. Hey guys, been a very slow process with the audi model Im working on. Hopefuly I can get more done.... more quickly.. lol anyhows, here are some turn arounds let me know what you think! http://www.3dartz.com/vids/audimov5a.mov http://www.3dartz.com/vids/audispinner4a.mov Mike Fitz www.3dartz.com
  3. You really don't need facerigs... they are often more limited then good poses which can be blended and added to each other much better. I only use small "rigs" for eyes, maybe for the nose (for dynamic constraints, if it is useful and necessary) and the chin... Everything else can be handle with poses in a less complicated and nice way. But that is just a matter of taste... See you *Fuchur* I've been waiting a long time to hear someone else say this...
  4. these are much better. you can clearly see from the new rotos that you just flat out dont have enough splines to create the shape of the side you are stuck on. give it another go and lets see what you come up with.
  5. I dont like the rotoscopes you're using. Why? I cant understand the actual shape of the object... and if I cant "understand" the shape, there is no way I can build the model accurately. that being said, I think you are basically building what you are able to "see" from the provided rotoscopes. I would possible try to search for better ones, ones that would allow you to fully see what the shape needs to be. Otherwise, you will have to make some mental leaps of faith and just go with that without comparing your 3d model to what you are using as reference. Mike Fitz www.3dartz.com
  6. well model it as it is. its a sepearate piece from the rest of the items you have there. you will have to use some 5pt patches to get yourself out of corners. On the fly, take a quick look at my audi wip thread. I have wireframes up and you might be able to get some ideas from that. I dont know if this will be a problem for your model but I dont like the way you created those two holes under each headlight. you might have issue if you need to add depth to it.... Mike Fitz www.3dartz.com
  7. shaded wireframes would def. help. it would make it so that we could see how smart you are laying down your splines, as it would indicate how much and what kind of suggestions you might need. what you have so far looks really good.
  8. Elm, great work! amazing. But help me understand what you're doing.... 1. you are modelling and animating in A:M 2. exporting the scene with animation data to another package 3. setting up the scene to render in that package. is this correct? thanks Mike Fitz www.3dartz.com
  9. this is a very interesting looking face. it has both realistic and un realistic characteristics in it. I think that is what makes it look realistic to me. But there is one thing that I might do if it were my model.. the white man(woman) has a more elongated face from forehead to chin. I think if this face had an asian look to it or african look to it it would sit better with me. But its odd to see a caucasian face with those proportions. so I would either go longer from forehead to chin or I would go narrowere from left to right.... overall though its a very interesting looking model. Mike Fitz www.3dartz.com
  10. I think its at least a combination of both. there is a big 5pt patch down in that area... and Im trying to keep the patch count down as Im building it. So the shape probably needs some more splines in that area. thanks for the comments guys, Mike Fitz www.3dartz.com
  11. Hey guys, Okay, quick update... I did a little more work, windshields and liners. tweaking the shape here and there. but still more to do. I put a mirrored version of the model next to eachother but they are not yet attached. some screen caps so far. thanks, Mike Fitz www.3dartz.com
  12. Xtaz! I also checked out some of your modesl before I started. I kind of jumped back into spline modeling after a long time off and wanted to get my minds' eye straight before going. Very funny that you are working on the same model. I think the drawings Im using at rotoscopes are the 2008 version of the car. Post yours when you get a chance!! thanks for the comments everyone.
  13. Dont think I didnt take a look at a few of your models while getting ready to start building!!!
  14. Hey guys, been a looooooong time since I've posted anything. I started building this Audi model a few weeks ago. I've been taking my time with it... a little here, a little there... and wanted to see if I still "had it" when it comes to making models in A:M... turns out its just like riding a bike! I will post as I go. thanks for taking a look! Mike Fitz www.3dartz.com
  15. first of all... this is some great work! Im super impressed with your stuff! next, about the fighting scene.... it looks super scripted. like to much I punch you punch. I think you could solve it by taking away the troll's immediate bounce back up after he is back on one hand. Like he goes back on 1 hand, the lovely lady takes the advantage and swings down 2 times and the troll has to block the sword while he's down there... then he kicks at her and gets the time to get back to his feet???? Mike Fitz
  16. these a very bad rotoscopes. your model will probably suffer because of it. Arnold is such a public figure that finding better rotoscopes should be pretty easy.
  17. it might be in the plugins folder for v16. could you try copying it to your v15 plugins folder and see if it takes? Mike Fitz
  18. AM20001 rig doesn't have seamless IKFk switching (although it is possible to separately pose the IK and FK controls so that the switch is smooth). In 2001 such things were unknown. In 2005 my teacher at Animation Mentor said he had never seen a rig that could do that and he was working at ILM. In 2006 we got the Squetch rig for Tin Woodman whch can do seamels IK-FK and TSM2 can be easily modified to do it also. Big time Pixar professionals try to get all the other motion going right and then if there are still knee pops, they scale the legs to hide it. However AM2001 doesn't have leg scaling. You could scale the offending leg bone in its length??? never thoguht of that myself but a minute scale in the length of the bone could remove the pop... Mike Fitz
  19. Hey Robcat.... yeah its been a long time since I've started coming back to check in on things. I was burnt out from A:M stuff.... I just started refamiliarizing myself with A:M again over the past couple weeks due to a potential gig that would require some 3d work. Its been so long that the old project files I've worked on.... some of the things I was doing are sort of a mystery to me at the moment as I am looking through them!! lol. Im hoping I've gotten the Animation:master passion back in me finally. Mike Fitz
  20. I think you need to add some action to the hips and shoulders... talking about looking at the walk cycle from the front view. as the foot is raised off the ground, the hip for that foot also raises, while the other side is going down. the shoulder that is on the side of the foot raising, dips a bit when the spine bends int he middle to keep the head on an even keel.
  21. I might try and make the characters converse about modern issues, possibly politics. Make a bunch of witty blocks, say like how the comics run in the daily newspaper. after you have say a months worth of material(or you could make them up as news happens if you're quick witted)..... email a link to the online editors of big name publications, 1 a day, for a month.... (nytimes, your local online rags etc) what do you have to lose? Mike Fitz
  22. 3DArtZ

    Face Rig

    I agree. I know I have not been around here too often and probably dont know enough about all these advanced rigging setups that people have been working on... but it just seems to undermine the ease and control that is already built into the software. I sort of feel that other software use this sort of stuff extensively due to the fact that they dont have the tools that A:M has built into the software. 2cents. Mike Fitz
  23. I feel like back in the day YVes at some point showed us how lower resolution maps work better for displacement and cookie cut maps... just a thought. Mike Fitz
  24. Hey Robert, you're doing all this stuff with just the a:m materials? You could probably do similar things with using texture maps? Mike Fitz
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