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Hash, Inc. - Animation:Master

jamagica

*A:M User*
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Everything posted by jamagica

  1. You've got me thinking here as well. The thing I've been thinking about this pose is an exhausted athlete who has just become champion. He/she doesn't have the energy to jump for joy, but the person is so proud of him/herself.
  2. I know what I'll do..I need to raise up the arm more to straighten it out...right now it feels like the forearm is leading the action which gives the shaking impression.. tomorrow I will post an update up (for sure) I dont' know why I always end up leaving my projects in the dust...I DO NOT want that to happen with this one
  3. So...I'm doing this basics..posing. Over the course of the next week or so I'll simply be posing scenarios with a simple generic character and I need your input on them..The first one is "victory" I can already see that I need more spine curve exaggeration and the raised arm needs to be extremed some more..what else?
  4. Alright new pass Robcat, I tried to get a decent angle, but if you'd like I can render out a complete profile view (has the best definition of the poses)
  5. yup..you posted it before I could... 3rd pass is more blocking, just in the linear interpoloation...wanted a good idea of timing...step will be on the next one again EDIT: Robcat, on next pass, will change camera angle, thanks!
  6. Well..I found my "animation guy model (and fixed some stuff) and decided to start a real character animation haha. The clip is from Princess bride. It's when the short dude is hooked ont he poison and speaks his last words. This is a pop-thru..very basic start righ tnow..not much else besides a couple of major poses: I will continually post progress..I promise (i never end up finishing these things)
  7. holy dang that's amazing...I don't think anything is a bad rig if you can get a model to expand like that..how'd you rig that?
  8. if you watch bush talk, the corners of his mouth don't move that much, or so it seems..try adjusting that and see what it looks like
  9. this looks nice man.. yeah that link oughtta help you out. When it comes to anything larger than bipods, you can think that in general, the back starts first...
  10. YEAH..UM...I just tried modeling that way and it's extremely hard to pull splines out neatly...maybe a tute would be nice sometime?
  11. well, I didn't start over but certainly adjusted splin density: looks better, just gotta keep goin at it now but the eye still looks very creasy..
  12. thanks guys! I might just start over with some new stuff in mind...
  13. this stuff looks excellent..true inspiration..I still marvel at your simply idea of using very low patch counts, not only for less memory use, but bette rlooking models..haha.
  14. by the way, jirad..I think I'll take your advice as well..I notice the lack of splines in your models and your models have the cartoon look I'm going for so, thanks!
  15. thanks guys!! yeah I'm afraid to tweak biases because of myths about animation artifacts when toying around with detailed facial animations..but I'll try this! by the way, you can never say useufl advice too much... I'm gonna use it for sure..
  16. so I remembered I had one of those classic charlie ventriliquist doll thingies in my basement and I decided to try to model it...I'm very proud in the fact I'm still motivated to keep going..usually by now I'd be disappointed in myself cause of ugly creasing, but the only way to get better is to finish a model completely then try to do another one..completely..anyways... Note: in the render w/ out wires, there is ugly and annoying creasing/bumps in the nose and all around pretty much...anybody know why? I have a feeling it's an amateur thing because I notice a lot of other beginners like me have the same ugly, yet tolerable "mesh texture"...anyways..without further ado...Charlie! PS (After 21 views)..it really sucks when everyone's looking at the posts below yours and they're the ones that are being replied to...
  17. dang that's one nice looking model you got there..wirefram post por favor?
  18. Ken here's the problem: the face is too tall. It should be more of a round shape. The cheeks shoudl be a bit larger. His brows shouldn't be arcs that are unbalanced..look at the latest reference that was posted up. You'll notice the browline digs into the top of the nose area more than the other end of the "arc" goes to the side of the head. Also, don't model him with a smile. Yoda is a fierece Jedi. just pull more of the ends of the mouth loop down a bit... I'm not good at modeling, but I think I can see things pretty well
  19. dude can you please post up that model file I really wanna animate it!!!
  20. wanted to practice w/ rotos and making mouths so I just whipped up this character:
  21. R2 has blue parts, yes. But there's another one named R3 (for real), and its burgundy
  22. alright...in like two hours I'll post up some ideas...thanks
  23. I'm stuck on the leg design....can't figure out the right look...should I have it like the arms, except the thigh is like \ / instead of a perfect cylinder?
  24. OH MY GOODNESS YOUR FIRST MODEL??? That's so incredibly good you don't even know. And the fact you were ambitious enough to use a rotoscope really shows us A:M users what your journey through AM will be like. Great job..my first model was a plain or somethin' like that
  25. Scott, I saw your critique after I finished my update for tonight, but tomorrow I'll change that. I saw that too, but I was thinking that with the type of legs I have it might be hidden...don't know
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