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Hash, Inc. - Animation:Master

JohnArtbox

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Everything posted by JohnArtbox

  1. Thanks Jim ) I only used the AI wizard on the revolver, mainly because of the complicated bullet chamber. It worked a treat but it's a bit more spline heavy than I like. Doug AI = Adobe Illustrator wizard. I drew the cross sections up in flash, exported an AI file, opened AM and then right clicked in my modelling window and picked AI wizard.
  2. and the beginnings of a car before bedtime.
  3. beautiful image Matthew........deserves more than a me too post, but I'm too tired to think straight at the moment Very usefull tutorials as well
  4. Nope, it's not forgotten. I've been writing and storyboarding between commercial work. Today's work, so far, is this revolver. Mostly created with the AI wizard, although I did end up using an extruded handle(the AI wiz one looked wrong). Next comes a tommy gun and some new characters. )
  5. Hey Robert There's very few problems that there isn't a workaround for. It's a great shame to see something like this abandoned... What's the problem? Email me privately if you want
  6. Nope, I just looked them up on google, and they're definitely new ground for me.
  7. Pablo, I uploaded a similar figure herehttp://www.hash.com/forums/index.php?showtopic=2251 It has a few more splines at the joints to allow for the bones falloff, but it's basically the same.
  8. Thanks Mike, just playing. What's a chia pet?
  9. Natess44: I'll try that, but it shouldn't be the case. At least not to the degree that it's happening. Christina:The man i'm referring to is the left hand model of the two in the picture with hair. I often start with a completed mesh and modify it if I have one that I think is close enough. for example I used the man's face to build the woman's. I import the model and roughly shape it by cntrl + scaling, translating and rotating bones, I then use a distorion box to get it into the general shape and then tweak by hand. For the woman I added an extra spline around the mouth for the lips and added an extra one around the eyes to allow for the extra width of the face. For the hippo I deleted several splines on the legs and arms, pulled the spiles into shape and added the circular splines for the nostrils.
  10. And because I'm having fun, here's a low res hippo I modified from the man. Thicker characters become harder with the low res mesh. The legs are nowhere near as successful.
  11. Thanks for the comments Haikalle: Thanks, . I'm using a Skycast Righttp://skycast.artboxanimation.com Frank:The architectural walkthrough was done in another program which shall remain nameless. It was a long term project which I started as stills, pre-multipass renderer and Skycast. When time came to do the walkthrough animation, the building was already modelled in polys. I chose to model this stuff in AM so that I'd have it to use in Master, and so I can do the next walkthrough in AM. It was modelled direct from furniture catalogue photos. I use mostly texture maps because of rendering speed. Jurnco: Shucks, but they're nowhere near that good.
  12. It's an exercise with flow-on into my Superhero short. I've always liked working with really simple characters, but I've had to add spline details to smooth out creasing. With the biased splines, porcelain, and Skycast lighting I thought I'd go back and how a simple character would turn out. With meshes this simple I can quickly modify characters and add details(in certain areas). The man was about an hours work on top of the woman mesh and all the setup was retained. Does anybody know why the hair is so much darker than its assigned colour(bright yellow) ? or why I'm getting the little square shaped artifacts on the hair (Rendered in the alpha)?
  13. Great work Sean. Nice sound Bite. Are you using fanbones in your smartskins? If your modelling the axis seperately its very easy to end up with a smartskin that crawls and jiggles.
  14. Thanks Guys. Zaryin:There's fan bones to be inserted at the major joints(including the shoulder) I'm going to add v11 hair and eyelids. Unfortunately that seems to mean losing the porcelain(it's not working for me in the Alpha). Fan bones added at major joints, no smartskinning
  15. Furniture I made for an architectural walkthrough. The plan is to create a complete library, but it's going to take a while
  16. I've been organising my backups and I found these old very simple models. In 9.5 I had to toon render them(there was no time for texturing) but I added them into a 10.5 chor and added a skycast light, and I thought the result wasn't bad. Each of the characters was modelled and rigged in 4 hours. The geometry is very light as I had no tiime for adding intermediate bones or smartskinning(they were animated).
  17. Beautiful Yves & Tony, Out of curiousity how long did the 16 light version take to render? And can you bake the photon lighting?
  18. great animation Shaun. A nice little trailer that doesn't spoil the upcoming short at all. Bravo :lol: :lol:
  19. Something's wrong... my head at 320x240 portrait full screen takes just under one and a half minutes using a 16 pass multipass render with a Twin Skycast light. It's not a fast render, but it's not that slow either.
  20. HOMESLICE! HOMESLICE! HOMESLICE! ) These are fantastic. It's an amazing project but if I can ask, why do you need the 3d images, is it to show an angle you can't photograph? Look forward to more.
  21. Hi Andy , looking good. Old animation rule -" Take your expressions to the extreme, and then double them". It's amazing how often the extra punch comes in handy, especially on a cartoony character like this. You can post short animations directly on the forum if you can squeeze it under 1mb. Especially for WIP's small is good, oherwise a lot of people won't bother to download. With your expressions, it seems like your doing full face expressions. I create sets of seperate brow, eye and mouth poses which allows more flexibility and reusability(is this a real word? :o)) during animation. You can delete the poses under user properties in the PWS or properties window.
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