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Hash, Inc. - Animation:Master

zacktaich

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Posts posted by zacktaich

  1. Hmm... an object in space does pose an interesting problem. Normally I would suggest placing your camera lower to convey size, but in a place without a horizon that's not very helpful.

     

    You may want to move the camera closer and reframe the shot so the effects of perspective are more visible. The only way to convey the size in a wide shot like this is comparison, and none of the objects in the scene are helping:

    1) The laser doesn't help much, the size can change, and we actually expect it to be small

    2) And the earth, which really doesn't help.

     

    Also, it looks very much like a common satellite, which we are trained to view as only a few feet across.

     

    Possibly having more of the sat. off screen would help.

     

    Zack

  2. That looks great. Try moving the camera down a little bit so the car doesn't look like a toy (it's not bad right now, it could just be a little better). With a little bit of the gear underneath, so you can see the other tires through the cracks and a good scene and good lighting that will look really awesome.

     

    Zack

  3. brianswork.jpg

     

    I tried putting a black matte around it for you. I ended up having to shrink it to fit it nicely in the forum. I downloaded it and saw it on a black background, and the difference was huge. I was hoping to save some people the effort. It loses some of the effect, but I think you can see the darks better.

     

    If you'd like me to take it down, I'd be more than willing.

     

    I love the lighting. This is a great piece.

  4. The major benefit I have found in using Procedural materials over Photo reference mats (or those creating strictly in photoshop) is that a procedural runs completely through the model. Thus, with wood specifically you get end-grain which matches the actual grain of the wood. As Vern's image clearly demonstrates.

     

     

    You can do the same with hand-painted textures, I'm not sure I see your point...

     

    It's possible I'm missing what you're speaking of, but I don't see anything that couldn't be done with hand painted textures.

     

    Through the use of Bump, Displacement, and Color you can achieve what you describe. Procedurals can only use the same tools as hand painted textures... Procedurals are just not painted, but essentially created by layering turbulences to create color (and many times bump) maps.

  5. I am personally undecided on procedurals. They can be used very well, but I've heard arguments against the use of them.

    I also think that tiled images don't cut it. Here're some really great cross-app (although she does favor Lightwave) texturing tutorials by Leigh van Der Byl, a really talented texture artist.

     

    http://www.cgtalk.com/showthread.php?t=6648 - Part 1

    http://www.cgtalk.com/showthread.php?t=7681 - Part 2 & Part 3

    http://www.cgtalk.com/showthread.php?t=11053 - Part 4 (This one's a little bit harder to apply to A:M, but still interesting reading)

    http://www.cgtalk.com/showthread.php?t=17631 - Part 5

    http://www.cgtalk.com/showthread.php?t=74444 - Part 6 (This has a great reference sheet for refraction)

     

    Even if you don't follow everything she says word for word, it's great reading and will really deepen your knowledge of texturing.

  6. That looks really great. I was cracking up the whole time.

     

    BVH files could be a partial answer to fitting A:M into a pipeline. As BVH's are pretty much universally accepted, and as we can clearly see, beautifully imported into A:M, it could be a way of transferring animation from A:M into other packages. I believe I saw a conversation on this a while ago (don't search too hard, I think it was on a different forum :) ) . An exporter can only be so far away...

     

    I'd love to see this at a higher resolution. Besides adding some blinks and fixing the little ammo belt problems, this has a really nice polished feel.

     

    Zack

  7. I think a valid point is brought up - what does your tutorial offer that others don't? $19 seems a bit hefty for a tutorial of this nature, since I don't know how long it is or how comprehensive it is. Also, there are similar video tutorials (or html ones) online for free - quite a few of them.

     

    I'd be more inclined to buy it if the price was like $6.99, and if I knew more about it. I don't know if that sounds too cheap or not, but I'd rather sell 100 tutorials at 6.99 than 10 at 19 bucks.

     

    The 20% offer is nice, but some people may not want/need materials.

     

    Tom

     

    Some A:M users... always expecting everything to come free (or REALLY cheap). ;)

     

    I think you way overestimate how much wegg makes on these. If he made it 7 bucks he wouldn't necessarily sell 100. Something tells me he doesn't sell anywhere near that on his awesome materials, which are only 3 bucks.

     

    Zack

  8. 15 here too, I've gotten a few of Wegg's materials by alternate means.

     

    ;)

     

    You're not dealing with a massive corporation here, just wegg, so if you really want materials you can work out a method of payment with him. I don't want to put words in Wegg's mouth, but I bet you could figure out a way to pay in cash or by check.

  9. That was great! Hilarious! I cracked up so many times.

     

    One of my favorite pieces. The modeling on the soap is not exactly smooth, but it really doesn't matter. It's clear that the animation is the most important element and it's very hard to put a face (especially cheeks!) on a flat surface.

     

    I didn't do storyboards for this one. The folks who worked with me on Duck Sauce could tell you my storyboards are useless anyway

     

    I never saw them, but I did see your character sketches (way in advance to the project).

     

    Zack

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