sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
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Hash, Inc. - Animation:Master

zandoriastudios

Hash Fellow
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Everything posted by zandoriastudios

  1. I recorded about 2 hrs of video for Steve of prepping the model (making groups, manual flattening and stamping, etc.). I showed some painting stuff in the demo, using 3DPainter and Photoshop, but after I sent the video off I started painting from scratch. I did this Friday night after Stargate Atlantis (11:00?) until about 2:30 in the morning. then I posted a render and went to bed about 3:00. So about 4 hours of painting and 2 hours of UV setup.
  2. well, then I won't be the only person to have to redo my work
  3. this model doesn't have a rig, I couldn't find on SVN so I downloaded from Kens modeling topic. I will send the final version to the rigger to upload. thanks for the compliments, I hope everyone enjoys the demo
  4. I did a texturing/UV demo for this years Siggraph tapes, using Ken Heslip's "hippogyraf" model from T.W.O. I used a combination of 3DPainter and Photoshop. Here is how the textures look so far--(I still have to paint a hair map for a bit of fur and the mane...)
  5. Yes, and those windows don't all have to be multiple views of the same thing (like front,top,side of a model). You can have views of the model, action, choreogaphy, etc. at the same time and arrange them however you like.
  6. Think of it as the clavicle. There is no such thing as a "shoulder bone"--the humerous is connected to the scapula and clavicle. Depending on how realistic your model is, you may want to add a scapula to the end of the clavicle, and use a smartskin relationship to guide it's position as the shoulder moves up,down,forwards, and backwards...
  7. http://www.prall.net/tools/colorcop/
  8. I think that there is a plug-in that will push a spline to conform to a surface. "Conform" I think--seems like it was one of Marcel's
  9. texture looks good for a dragon cave. Once you get your lighting set-up, it will be better to judge how it will look.
  10. ddustin and I were talking tonight about animated displacement for water, and I put this little project together to show how to set a material to animate a displacement. It is just dropped on the ground plane and animated [the ground plane is a one patch model] oceantest7_10_06.zip oceantest.mov
  11. I'm game for it [i need to get your project done, Karl--I feel like a slacker, I've been hanging out at the pool too much!] Pool Party?
  12. Your shape is a little off, based on your rotoscope
  13. If You know what your modeling, that helps--that is why sketching it on paper can help you to think about how you're going to approach it. Even if you don't use rotoscopes as guides in your viewport, it is helpful to plan your work.
  14. NURBS are mainly used in CAD (Computer Aided Design). A NURBS surface can be converted into a Patch surface in A:M, but it requires an understanding of both types of surfaces and isn't a beginner-level exercise... Here is a brief tutorial: http://www.zandoria.com/rhinoto.htm
  15. use SEARCH button. upper right corner of the forum page
  16. The printed version that I made is no longer available... But I understand that Hash is planning to create one in the future.
  17. I'm sure they will---There is so many cool features to learn, so little time!
  18. http://www.scifi3d.com/list.asp?intGenreID=14&intCatID=36 This is a great place to find Scifi spaceships. Use as PROP and it will keep it's images and look the same as it did where it was originally created.
  19. Drag and drop the image file into the Choreography. A:M will prompt you asking if you want the image to be a LAYER or a ROTOSCOPE. Choose LAYER This Layer object can be animated exactly as you are asking for
  20. gee...that project didn't get very far.
  21. THere are a LOT of talented A:M users--only a tiny,tiny percentage are working on TWO... There are plenty of artists available who aren't commited to a project. You should be able to get the people that you need You might consider getting some help from the guys at Hash, Inc about setting up an SVN repository and getting your project set up.
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